Guardians of Monarchy

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The Guardians of Global Monarchism
ReactionaryLogo.png
The red griffin, the emblem of the united monarchies
General
Playstyle Rapid Expansion
Faction Colour Royal Yellow
Type Reds faction
Dev. Status Conceptual

"God keep Francis the emperor
Our good Emperor Francis!
Long live Francis the emperor,
In the brightest splendour of happiness!
May sprigs of laurel bloom for him
As a garland of honour, wherever he goes.
God keep Francis the emperor,
Our good Emperor Francis!

-"Gott Erhalte Franz den Kaiser" a popular song among the Hapsburgian faction of the Guard

The Guardians of Monarchy are traditionalists who yearn to bring back the old ruling families whether by words or guns, the Guard can easily engulf the field in the numbers of their expansions and forward bases and blot the sky with their fleets of deadly airships and swarms of lethal and swift moving bikes.

Background

Exitum Imperio

The beginning of the 19th century was chaotic for Russia. WWI, following a revolution to usurp Czar Nikolai II, then a revolution to usurp the Kerenski who usurped Nikolai, led by communists. However, when other world powers saw that new ideology was on the rise in Russia, they immediately gave their support to local anti-communist forces. Against all odds, the Red Army triumphed over the White Army, and formed the Soviet Union. Now, there was no place for those who fought against them, and numerous White Army legions flocked to hide in cold backlands of Siberia. But, as the time passed, this last sanctuary became as dangerous as other Russia. The communist forces besieged the remnants of the last opposing armies to shores of pacific ocean. In there they disappeared away from history. The White mainstay was utterly defeated, killed or placed in prison camps. That should have been the end of it, but history had other ideas.

Before WWI had ever started, the mysterious man known as Rasputin was fully aware of just how fragile the position of the Russian monarchy was. Only winning the Russo-Japanese war by a miracle and then drunkenly trying and failing to invade little Sweden to show its power in a fiasco of a second Northern War, the power of the Tsars had become something of a joke. They ruled over a vast country with great riches and a huge population, yes, but their people were barely literate, the Russian economy's fragile boom was heavily dependent on French money and investment ,the infrastructure built in Tsarist Russia in a deplorable state and Russia had no end to its list of potential enemies; the Austrians and Germans to the west, the British, Ottomans, and Chinese to the south, the Japanese to the east, no matter whom the Empire aligned closer too it would face enemies. However, there were other monarchies in similarly-precarious conditions.

The Hapsburgs' multi-ethnic empire was a fragile, fractious thing whose unity could disintegrate at any moment if given too hard a push. Discontent with Austro-Hungarian rule was always a danger for the aging empire, and the nations' military remained relatively weak in spite of all the attempts at modernization thanks to the difficulties in coordinating an army where everyone spoke different languages, and its economy could hardly compare to the juggernaut the Hohenzollerns had created. Farther to the south was the ailing Ottoman Empire; the sick man of Europe. The Ottoman Empire was dying, sloughing off territory in large chunks. Nationalism had destroyed its European holdings and seemed set to destroy its Middle Eastern empire. Imperial China; crushed by the Boxer Rebellion and humiliated over the course of a century, seemed set to perish and die. The Khans, once terrors of Eurasia were now just a political after-thought. Even the Persian Shahs ruled an impoverished, underdeveloped nation where tribal warlords commanded more troops than the court in Tehran.

Old dynasties also yearned to be restored. The Pedros of Brazil; overthrown by Republican sentiments, yearned to rule an Empire once again. The Hapsburgs of Mexico; having tasted power for such a short time, dreamed of once again returning to their nation and restoring its honor after humiliation by America. The old houses of the Bonapartes and the Bourbons sought to be brought back to a proper place at the seat of French power; divested from them in the past century. The Antiones tried to win freedom for the Mapuche, and once ruled a short lived de facto kingdom before the Chilean-Argentinian onslaught crushed it. Even Haiti had the old Soulouques and their empire, however shortly lived.

Magna Carta de Regeum

Gathering representatives of these ailing or deceased monarchies, Rasputin impressed upon them the need to preserve and protect monarchism to form a bedrock of stability in a world dangerously close to powerful and terrible forces unleashed by liberal or even radical movements. While recognizing that war may yet break out between some of the still extant monarchies, he said it was important to devise a way to maintain power even if they should be ousted, at which point he revealed his secret weapon. A group of material scientists investigating the Tunguska had uncovered a wondrous element, a metal named "cavorite". Upon discovering that an electric charge run through it could counter-act gravity, plans were made that would allow the users of this wondrous material to have literal flying ships as well as airships carrying loads far in excess of any purely hydrogen or helium designs in use at the time. Even whole flying cities!

In addition, special microbes had been found in the waters of arctic glaciers where Inuit guardians had been found to not only have miraculous healing powers - regenerating harsh injuries or even whole limbs with startling speed, but also cease to age, living for centuries at a time with no sign of degeneration. A literal fountain of youth, and cultures of these were already being prepared. Interest in this project was immediately piqued, and agreements were made to offer what support they could away from the eyes of the main parts of their government to prepare for this project. When Sun Yat-sen declared a time of no more emperors, the surviving members of the old Dynasty were given refuge Russia, and their loyalist forces were brought to the Siberian hinterland to prepare for the exodus.

World War 1, soon enough, came; a devastating industrial conflict that would not only devastate much of Europe and devour a whole generation, but also bring about the fall of four empires. Rasputin quietly placed a body double in the way of assassins to let the world believe he was dead as he made the final preparations. The Hohenzollern Dynasty now joined the league of monarchies seeking to restore themselves to power; but time was short, the Revolution had come and the Reds were surmounting impossible odds as Lenin sought to turn the Empire of All Russians into the Union of Soviet Socialist Republics.

Having gathered as much of the cavorite as they could, the Reactionary Guard, with all the combined forces it had gathered from monarchies and monarchists around the world; and soon joined by sympathetic forces loyal to the fallen monarchies of the Central Powers, took one of the strangest flights known to man. A vast fleet of airships, skyships, and their first few floating cities took off as the reds swept through Siberia, leaving behind the Whites who had dismissed them as an insane clique to their fates. Successfully evading the nascent Red Air force, the Guardians of Monarchy set about creating bases around the world to supply what they couldn't already provide on their fantastical flying fleet. As more monarchies fell, more would join the ranks of the Guard. Bogd Khan and Strenberg's experiment fell in due time to the Reds, though Sternberg managed to get away by placing a hapless impersonator to be shot by the Reds so that he could join the Guard, and were soon brought aboard. The fallen Nguyễn dynasty of Vietnam would soon join them in good time, and they finally managed to track down Peshwas of the old Marathan Empire and recruited loyalists to them in secret. Following world war two, the Guardians would welcome the fallen dynasties of many eastern European nations that had voted to become Socialist Republics following the removal of Alliance forces from their lands when the Comintern counterattacked against the Alliance.

As time passed they would launch small raids on republican nations that had caused the monarchies grief in the past, whether they were Alliance or Comintern, building their assets; recruiting more to their reclusive group, and during the second world war they would generally take the side of the Alliance, holding the Comintern in general contempt, perfecting their lightning raid style of warfare against the vast communist war machine; though they in the end could not turn the tide of the vast manpower and industries wielded by the Comintern. They did however, get valuable experience in the war as well as insights into how to wage modern warfare in what they felt would be the inevitable next world war. And soon they would find a benefactor in the Empire of Japan who was interested in securing them as an ally to extend their reach over the world. Following the second world war, they would enter a formal Axis of powers with the Solar Empire of Japan and the burgeoning Pan-African Union; seeking to launch a challenge to both the Comintern and the Alliance and bring about their shared divine desitny. Though the Hohenzollerns and many of the Austrian Hapsburgs left the league after the second world war as the Neu-Deustchland came to power to head the German Empire and the Archduchy of Austria within the Empire respectively the Guardians had never been stronger, and with the patronage of Japan and the Africans they would only grow stronger still as they eyed to turn back the clock on global history.

Veteres Milites, Orbis Hodierni

With the onset of WWIII they waited until the Solar Empire launched its assault on both sides partway through the war, moving both with the Pan-African Union and the Solar Empire as well as making their own strikes. While lacking in the brute military power of their enemies they were fast and highly mobile, engaging in battle on their own terms against enemies of all sides. The Guardians operated all over the world, even within the UASR as a contingent sought to press the claim of "Emperor Norton" and his family over the entire continent and to try and crush this bastion of Communism; even helping to aid the Empire's attempted invasion of the west coast. In South America the Brazillians found themselves trying to pin down the frustratingly swift Guardians time and time again as they set up a confused and chaotic frontline where their lightning raids would be difficult to force into losing battles. The guardians were violently determined to restore the Pedros to power in Brazil, claiming that the Technocrat regime was a regime of butchers and murderers who had betrayed the people who needed their rightful emperor back; and this fighting would be some of the most bitter the guard would engage with in the war, alongside their attempts to return the Hapsburgs to Mexico, the invasion of Portugal to restore the old dynasties and of Britain to restore the Stewarts, return the Ottomans to Turkey, attacks on France to bring back the Bourbons; assaults on Russia to revive the Romanov dynasty, and more such assaults.

But the sudden betrayal of Epsilon and the attack of the Circle of Lightning, the Kingdom of Totania, and the World Liberation Army who were in truth working with Epsilon forced a reshift in their priorities however and much of the guard had to be redeployed to fight this new mind controlling menace. The Guard was tasked with many of the Axis' battles against once more and the strange intermingling of Christianity, Islam, Animism, Hinduism, and Buddhism that had fermented in the ranks of the Guard was pitted against the strange new faith of Epsilon and its allies all across the world, even in China as the Axis attempted to conquer the two Chinas. Like a new mongol horde the battlefields of central Asia would see the Guard racing to battle Alliance, Epsilon, and Comintern forces; often becoming bold enough to engage in direct set piece battles with their enemies. However the war proved to be more terrible than most could stomach; with heavy casualties being suffered despite all attempts to minimize them and increasingly fantastical weapons being deployed by all sides in an attempt to win the war. How could faith in King and Country stand firm against being made a puppet of another man? Against invulnerable tanks and weapons that bent and altered spacetime itself there was only so much that could be won with elan and traditional spirit.

And while there were thoughts the enemy would be sufficiently distracted to allow for an easy conquest the Axis would find that its calculus about their strength was mistaken. The Comintern had actually grown more powerful than it had been in the second world war and when the fall of the Blue and the Red in China became apparent; most of those true believers had fled to other countries. The Alliance had built up a truly formidable military independent of Epsilon and its colonies were far more industrialized than they once were; while movements such as the Confederacy of Patriots, the Pangaean Generation, and the Revolutionary Vanguard had grown in size to constantly nip at the heels of Axis movements. The battle with Epsilon's new world order also proved to be highly exhausting and though the Guard won decisive victories such as the closing of the Panama Canal (though their attempted raid on the Nicargua canal was only partially successful), the battle of Paris, and participated in the Axis' assault on Antarctica to try and push Epsilon out of the war the tide seemed to be turning inexorably against them.

Though they, the Empire, and the League fought with heroic effort against the Allies and the Comintern, they ultimately could not reverse the tide of manpower advantages that were squarely in the favor of the Blue and the Red. While territorial gains were made, the initial advance was halted; reversed, and the Empire was forced to sue for peace and the Union was forced to recognize that further expansion would not be possible after a string of setbacks. The Union and Empire were able to win terms that let them keep many of their gains however; with the League earning all the territory it had liberated due to drawing a firm line in the sand to stop the advance of its enemies. The Guard itself however suffered terribly; even in comparison to the blitz assaults on the Japanese home islands in the final period of the war. The Comintern began to aggressively pursue the death of its air force by bloody attrition while the Alliance began to prioritize it as a target as the primary challenge to the Alliance's air force the Axis could output. In China and in battles with Epsilon across the world the Guardians bled again and again until the Comintern's massed assault on the Byzantium city-ship; the capital of the Guardians; forced it to surrender. Luckily the Guardians were allowed to continue to exist as they still had some position of strength to negotiate, but the world was now a very different place.

The opening of technology once largely closed off to the various alliance blocs had created a huge technological boom and the nature of the flying cities of the Guardians made it difficult to update their infrastructure to keep up. Space travel was now utterly mundane and expeditions were being made to other solar systems with the announcement of the discovery of worlds with life being made shortly after Man's first explorations of other solar systems with faster than light systems. The Internet was now firmly entrenched all over the world and the video game revolution was sweeping media while the Ultramodernists began to take control in the Solar Empire to try and ready it for competition with the victorious Comintern and the powerful Alliance. And the sinister powers of Epsilon and its supporters continued to grow in power despite the drubbing they had received beforehand. But the Guardians, being a force for reaction and ideologically rooted in the past has found it difficult to make its way in this new era. Some believe that the Guardians need to change with the world as mankind prepares to enter the 21st century and the new millenium while others believe that the Guardians must force the world to turn back the clock. All recognize however; that they must tread carefully lest the world decide that the Guardians are a menace instead of a nuisance. With the war ended, the Reactionary Guard waits to see if there can be yet another great victory for reaction against liberalism and communism; but the world has changed so drastically.

Green Chinese "Royalists" claiming no heirage to any proper dynasty have claimed most of China for themselves. Southeast Asia has a king now, but are threatened by the Industrial Guild. The African League, quietly building itself, now makes its power play for the world. Strange machines crawl out of the forgotten corners of the Earth. The spacemen that the Guard had become dimly aware of since their first test flights had only increased in action. Australia and New Zealand have launched their own air fleets and cut themselves off, Thailand's alliance grows ever more paranoid, strange activity is reported in the Arctic at the hand of men in black and white, America; that hated bastion of republicanism falls apart at the seams due to internal strife. The Cyberbolivaran Federation continues to grow more powerful and advanced, the Technocrats in South America flex their muscles, and now Atlantis is a real thing among countless other oddities.

Believing that the time to act will soon be upon them, Rasputin has decided that the Guard must act swiftly if the dream of bringing tradition back to an increasingly un-traditional world is to be realized before the world is destroyed by the forces it had unleashed. For all their sake. This would not be a fight to destroy or to oppress or to enslave, but a fight to try and bring stability, peace, and happiness back to this mad world before it's too late, to end this tragedy of mob rule that they believed had lead to global ruin and a cycle of war.



Gameplay

The Coalition prefers to expand quickly, and their tier, power and other mechanics represent that.

Build Mechanic

Coalition builds their bases swiftly and simply:

1. Cartographer marks area area, creating a first-level Foundation.

2. After that, you can choose what to build on Foundation, by clicking it.

3. After the building is chosen, an airship carries the building on Foundation, and after short time, the building becomes functional.

The base defenses are built like Allied ones, contrasting other buildings. Note that none of them require power (They are quite weak, however).

Power Mechanic

They build power plants, like any other faction.

Tier Mechanic

When you click the Foundation, you can upgrade it to second-level Foundation instead of a building. It takes longer, and costs more than regular buildings, but allows Tier 2 buildings to be build on upgraded Foundation. You can also build third-level foundation after the second level, to get access Tier 3 buildings, but this costs even more and takes even more time than building second level Foundation. Then there is the level 4, that makes superweapons buildable.

However, some units may require that you build their production building on higher level foundation (For example: If you want High-tier aeroplanes, you will have to build an Air Tower on level 3 Foundation, even if it could normally be build on level 2 Foundation). There is no way to upgrade foundation after building has been built, so think carefully.

Technology

Electro-magnetic Fields Using heavily-modified Soviet Tesla coils, the Guard has managed to invent far more stealthy (but still deadly) uses of electricity. Electric field generators, when turned on, starts generating a field of static energy, that is harmless... until you happen to step out of it (or in it). The shock of fringe areas of these fields can kill unprotected infantry almost immediately, but have less effect against vehicles.
Kinetic Shielding This technology has two main uses: defensive and offensive. It can be used to transform kinetic energy into air pressure by using static electricity, eventually generating an invisible shield that deflects all harm that would come upon the object behind these shields... as long as it keeps moving.
Cavorite Mined from meteors, this material has an uncanny ability: it appears to work on gravity, moving away from things with large weight. It can be used to make unnaturally large and heavy things float on air, as the Cavorite once charged with a current, allows gravity to be manipulated, being especially useful for allowing something to act as if it were "lighter" than air.
The Smoke Heavy mixture of different gasses, it causes only temporarily-induced asthma and nausea when breathed in and causes some trouble for vehicle engines. It is used to shield the massive Reactionary air fleets from outsiders. On the battlefield while it debilitates enemies somewhat, it's more useful property is the ability to block enemy sight, though the Guard has crafted special eyepieces capable of piercing through the smoke.
Arctic Amoeba Strange unicellular organisms where found by Guard-aligned scientists from Arctic glaciers. Further research proved that they had a weird effect on multi-cellular organisms: when they come in contact with damaged tissue, they start to mimic the cells of the found from damaged tissue, and then install themselves inside of the body, constantly helping with regeneration and even repairing telomere decay and destroying cancer cells, though other versions of the amoeba die after being used once, typically as part of a "medical salve". This allows for both incredible healing abilities as well as eternal youth.
Bikes In order to gain advantage over slower forces like the Soviets, compete with the mechas of the Empire and successfully counter the teleporting units of the Atomic Kingdom, the Guard has adopted the use of motorbikes in a modern form of cavalry in its armies. Bikes are fragile for their cost but are exceedingly fast.

Royal Tumens

"Throughout history, there have always been men and women who opposed societal progress in favor of the old ways. Clinging dearly to tradition, these so-called 'reactionaries' fought tooth and nail to preserve the purity of what they deem to be the souls of their civilization. Alas, the march of history was not kind to them, and eventually they are forgotten in favor of modernity. Even today, there are still people in this world who prefer monarchs over presidents, aristocrats over representatives... dated as they may be, but when these holders of views are organized and armed in large numbers, modernity would probably die out first before tradition does."

-Emir al-Fassoud, editor-in-chief of a WAP-aligned newspaper, Al-Ba'ath


Buildings

"Tradition means passing on the flame. We provide it shelter."

-Lady Banu Nasrin
Ground Authority The Guard's construction yard which builds power plants and Condottieris. A new one can be constructed on third level foundation.
Generator Provides power by burning anything at hand. Can have turbines built on it that add to the power it generates.
Military Assignmentary Assigns infantry to frontlines. Builds Condottieris.
Motorbike Assembly Plant Builds bikes for the Guard.
Ore Despoit A refinery building, that has room for two harvester airships. Does not build cartographers.
Arsenal Deploys Guard vehicles to the frontlines. Builds Condottieris.
Aeroplane Housing Facility Builds those planes of the Guard that are simply too large to go on most airships, these service and release up to twelve knights of the sky in a tower that takes no more horizontal room than any other airfield, who can swarm over and overwhelm more sophisticated aircraft through sheer numbers.
Airship Hangar Builds the Guard's airship fleet on site and services those that come down to the field, a stately and majestic structure that is both the most iconic structure as well as the most prominent target for enemies given their reliance on airpower.
Construction Fleet Relay This building contains delicate radio system used to contact other airships in area in order to call construction support. Allows you to place a Foundation anywhere you have a sight.
Carolinium Bombard This contacts an upper atmosphere airship to move itself overhead and drop a massive Carolinium bomb from overhead, which detonates upon contact with the ground with the force of a large fuel air weapon and then keeps on exploding for a long duration, continually damaging everything it touches until it finally dissipates.

Base Defenses

"You shall not pass!"

-Sign put on Barbed Walls
Barbed Wall The Guard's walls are fairly plain and ordinary, being made out of simple concrete and barbed wire that wouldn't look out of place in a WWI fortification line. There is nothing particularly special about these, though the Guard tends to make them out of pre-fabricated parts so that they can be quickly disassembled.
Barbed Gate The Guard's gate, is similarly like every other gate in the world.
Guard Tower A simple tower equipped with Vickers machine guns. While not as devastatingly powerful as say, the Soviet sentry gun, the Guard Tower has greater range and can engage multiple targets at once.
Advanced Guard Tower A tower that mounts the simplest thing in the world: a gun in a turret. The placement of the gun in a tower gives it superior range to most tanks and allows them to repeatedly hammer at enemy vehicles from a comfortable distance. It is otherwise very ordinary.
Balloon Tether An anti-aircraft placement that raises a tethered balloon armed with a large array of machine guns to fire upon trespassing, but is bound to ground. It should be noted, that even if the balloon is destroyed, the grounded part of this structure will create new balloon. Destroying the ground part of this defense will also destroy the balloon.
Electric Field Generator Produces a field that kills all infantry trying to enter or leave it and damage vehicles constantly but modestly for every moment they remain touched by it. Affects both friend and foe, but can be turned off. These do not actually stop vehicles that can survive their sting however, so be warned.
Bomard Uplink Creates a radio uplink from which a series of drone bombers are released into the upper atmosphere and designate a no go zone. Enemies who violate this area will be bombed via the airships.

Infantry

"Once more unto the breach, dear friends, once more..."

-William Shakespeare, Henry V
Raven The flying animal scout of the Guard may not be able to instantly kill the spies it sniffs out unlike some, but being such a small creature, it itself is stealthed as few people pay a simple bird any heed, though Ravens can be commanded to do what birds do best and leave an annoying splatter on an enemy, reducing their accuracy.
Blackjacket Your basic forces, has a dirt cheap cost, is quite fragile, short ranged, low in morale, and is weak against heavier targets but is quite fast due to cavorite to lighten the load of their black flak vests. Secondary throws black smoke grenades.
Whitejackets Blackjackets who have gotten enough notice from the Guardians to earn promotions, White Jackets are a more elite form of basic infantry to use either instead of or to support Blackjackets. Whitejackets come into the field with automatic rifles with greater range, albeit a lower rate of fire and less suppression capacity, than their black jacket counterparts and are a bit slower due to their heavier gear. Whitejackets can also preform a rally function, making them the designated fallback points of retreating soldiers to help keep the Guards' infantry in the field where the dispersal of arctic amoebas can help them get back in the fight.
Cyclist Blackjackets with collapsible bikes and light rocket launchers, the Cyclist are a highly mobile anti-tank unit, though not overly powerful on their own.
Trenchcoats With trench guns and flamethrowers, Trenchcoats wear armor lightened by cavourite to let them charge through the fire of their enemies and dive into the thickest of enemy fire so that they can clear out buildings and fortifications. Limpet bombs are all carried by them to help collapse lighter defensive structures as well.
Pompom Teams Bringing around a cavorite lightened Pom-pom gun, these teams help counter the influence of enemy aircraft over the sky, and thanks to a hovering platform they don't need to deploy to fire and due to lacking proximity fused warheads, are near defenseless against enemy ground targets due to their selection of shells being made for firing at air targets. They can deploy black smoke shells to guarantee the blinding of enemy aircraft as well.
Professor Highly-trained and academically-skilled men and women of the guard, these serve as your engineers. They can inflate a balloon to rise in air and repair airships.
Vicker's lads With a watercooled world war one era vicker's machine gun lightened by cavorite and wearing tough armour plating; these call backs to the Arditi of the first world war can suppress and mow down enemy infantry and throw choking gas grenades to further deal with enemies.
Whitemark Snipers of the Guard. They have a fairly low low rate of fire, but shooting does not remove their stealth, though moving does. They can also shoot specially-designed chemical darts, that causes the victim to emit a weaker variant of the Smoke that reveals nearby units.
Soixante Quinze Named for the legendary 75mm world war one era french artillery piece that these teams bring around, the Soixante Quinze is a highly versatile and very effective mortar unit that outranges most other mortar units and packs a better punch against hardened targets, though it is more expensive. The Soixante Quinze does not need to deploy to fire either, and has the option of firing black smoke shells.
Flyer Flying infantry, who use mechanical, motor-propelled wings to fly in battlefield. They normally attack enemies by using watercooled machine guns and world war one era anti-tank rocket launchers to punish their enemies, and can launch rocket propelled flak grenades to give them some defense against fixed wing aircraft
Imperial Guard Elite soldiers and gentleman officers that can break any defense line in a blink of an eye with automatic grenade launchers. Even if they are heavily armed and mobile thanks to cavorite to lighten their loads, they remain somewhat fragile compared to other elite infantry for all the finery of their body armor which includes a great deal of armor plating, in order to remain mobile, so make sure that you attack first. They can also fight well in melee, making them able to clear garrisons by making a flying leap into the nearest window to get inside with their bayonets at the ready at the ready and going from room to room dousing everyone they see in grenade fire and the straight silver.
Trenchman Skilled in infiltration tactics, the Trenchmen are an elite among the Guardians. Expertly wielded light machine guns hack through infantry and skillfully used rifle grenades can punish vehicles as they approach buildings to set charges. Though they have bayonets and sabers in melee, what truly lets them devastate their foes in melee is the ability to fire up kinetic fields and simply walk through most enemies, who suffer heavy damage while in contact with them.

Bikes

"Ride out with me, to a red day, a bloody day, to the death!"

-Sir Yusuf Azulai
Qíbīng Qíbīng Bikes offer high mobility that can keep up with the air mobile mainstay of the Guard's main force. They are quite cost-efficient, with the riders firing off their twin medium machine guns and hacking at those they pass by with their sabers to simply bull rush enemies in their way. They can also bring out carbines that let them circle around and kite enemy infantry formations, but they cannot use their sabers in this stance.
Hun Huns have flamethrowers fired from the sidecars of their bike while the shotguns on the main bike itself help soften up enemies as they approach, well suited for clearing buildings. Both crewmen carry sabers, and Huns can fire up kinetic fields to make their charges even deadlier.
Magyar Magyars help keep the rest of the bike fleet going by offering a quick repair aura as they distribute parts and medicine to the Guards' formations. Armed with submachine guns, two on the bike and one wielded by the rider, the Magyars can provide some added anti-infantry power, but they can also recover lost bikes to get them back into the fight again.
Cuman Cumans dedicate themselves to dealing with light vehicles and battlesuits, striking hard and fast with hextets of 40mm grenade launchers, Cumans are also skilled at throwing grenades themselves, throwing them at any target in range even while they ride past them, and their kinetic sabres can actually slice clean through most battlesuits. Their secondary has them taunt an enemy, attempting to force them to give chase so that the Cumans can kite them to death.
Khazar Khazars are dedicated to helping the Guardians of Monarchy expand rapidly, and can help with the Professors in the tasks of capturing buildings. Unable to do the other tasks of Engineers, Khazars can provide added fire support in the form of a pair of anti-materiel rifles to put some long ranged holes in an enemy, or they can gun their engines to go even faster to try and secure the theft of a building.
Mogul Moguls are an unusually large bike that serves as an improptu battlewagon capable of cheaply carrying a single squad of infantry that can fire from inside, with their own firepower coming from a single heavy machine gun that barks at anything in their path and a pair of grenade launchers operated by the crew in the sidecar.
Sarmatian Sarmatians have a most unusual ability to charge up cavorite cells in their bikes and fly into the air, where the are sped forth by propelors. Sarmatians fight with light rockets that are destructive against blobbed up infantry and aircraft and are well suited to harassing heavier vehicles, and when flying will drop HEAT bombs over enemies they pass over. The rider himself usually wields a shotgun as well as a saber that can be used to hack at aircraft thanks to its kinetic fields.
Strzelcy A purpose built war-bike which tows an anti-air gatling cannon that can rip through most aircraft and keep them from getting a bead on the Guardian bike fleets. It cannot fire against ground targets but is capable of laying hidden mines on the ground.
Dvor Dvors are fast, and accurate tankbusters armed with easily portable RPGs mounted in dual mounts with magazine clips for deadly alpha strikes. They can also load a special fragmentation grenades to clear garrisons.
Qapukulu Based on a discarded Communist concept for the Mortar Cycle, the Qapukulu is a high powered motor-cycle capable of suppressing enemy infantry with a pistol caliber gatling gun or switching to a potent 101mm mortar to smash enemy bases.
Yazgur Officers who have not (yet) decided to move into commanding positions. They generate an aura of leadership wherever they ride, inspiring other forces to fight even harder. They are equipped with three 60mm grenade launchers (though some would call them light mortars) that generally fire high-explosive rounds or can fire black smoke rounds, and in melee they strike with lance and saber. They also serve as infiltrators. They ride bikes, granting them great speed.
Scythian Having more nimble and technologically advanced chassis than rest of the bikes, the Scythian is powered by a portable Electric-generator which also powers the bikes motor. It generates electro-static fields that damage enemy units around it over time while providing slight defensive bonuses to nearby units, or it can pump extra charge into their fields to give them more power at the expense of harming friendlies, forcing them to disperse.

Construction Vehicles

"It's not a glamorous job, but somebody has to do it."

-Johann Schmidt
Condottieri A truck, with the necessary radio equipment to contact construction airships above the battlefield. It also marks places for construction (Creates Level 1 Foundation)

Deployable Vehicles (Constructed from Warehouse)

"They've strayed off the path of civilization; we will do everything to get them back on track... with tracks!"

-Sir Mau Yaun
Druzhina Combat Car A popular and incredibly swift six-wheeled battle car that mounts a potent 12.7mm gatling gun that can shred infantry and harass other light vehicles or even pepper rounds at low-flying aircraft in a rear mount designed to allow as much freedom of movement in the turret as possible while black smoke launchers can keep annoying pests from becoming a problem for them.
Anûšiya LBT The Anûšiya light track is the Guard's light tank with its mid caliber 90mm main gun. Its quite fast, but don't expect it to take other MBTs in one-to-one battles. The crew can also stop for repairs, making Anûšiya immobile (but still capable of shooting) and healing it slowly.
Qíshì AA-Track A WWI-esque tracked vehicle with a pair of respectable flak cannons on top of itself to blast away aircraft, though they lack the bullfrog's sheer rate of fire or the Flak Track's firepower. It can also switch to flamers for garrison clearing.
Ducality Rocket Track Fitted with a large number of light rocket rails, this half-track can bombard an enemy with speed if not necessarily precision and can fire airburst warheads to deal with infantry in cover.
Baronet Transport Track Capable of ferrying three squads of infantry on the cheap, the Baronet uses a mortar to help support the infantry it deploys into the maelstrom of battle, but is ultimately made to be cheap and expendable.
Varangian Battle-Track The true battle vehicle of the Reactionary Guard, the Varangian is relatively decently armed with a destroyer caliber naval gun and sponson mounted machine guns and armoured with respectable speed, but it's greatest power is the ability to reveal Cavorite engines to let it "jump" and then cushion it's fall as it makes a "leap" under the power of manipulated gravity.
King's Own Track An assault gun, the King's Own Track is a fairly simple vehicle with a fairly simple mission. Ferry its "fortress cracker" one hundred pounder howitzer into position and let it rip. The King's Own can also fire a black smoke shell that releases clouds of smoke so thick it can actually choke and kill people quite quickly due to replacing all the air.
Regalizer Artillery Carrying a fairly tyipical six inch gun on a quite mobile half-track, the regalizer is very cheap for an artillery unit and with a quick spot of arctic amoeba to the crew, can speed up its rate of fire for a brief bit to get the shells raining down faster.
Ocēlōtl Track Destroyer Crucial for helping the ground forces of the Guard destroy other tanks, the Ocēlōtl has a large-caliber high-velocity cannon to destroy any vehicle that would dare to stand in its way. It can reduce it's rate of fire to use special kinetic-barrier shells that while not any more damaging, pierce through multiple targets.
Siphai Battlefield Hospital An unassuming van, the Battlefield Morguary contains a large storage of Arctic amoeba. It can deploy into the battlefield in order to rapidly heal up your forces.
Polens Electro-Dynamo Armed with Guard electostatic generators, the Electro-Dynamos are capable of frying infantry and EMPing vehicles (but not damaging them). That is because they can also double for another purpose: the generators can be set to project its lightning to the sky, making it an anti-air weapon as well, letting them deal with hordes of planes where the Judenits is more intended to handle single problematic aircraft.
Cernobog Artillery With a chassis based on a suitably "reactionified" version of the Mammut, and equipped with an artillery battery of four fixed 165mm guns, it is (rightfully) considered the most powerful weapon in Guard's ground arsenal. It is normally effective against against buildings and slow moving enemy formations, but is a bit too slow for well dispersed or high speed enemy infantry. It can fire ground-shaker shells to slow down enemy troops by blasting apart the terrain if needed.

Navy

"I think I'm going to be seasick."
"Has he been huffing that gray smoke?"

-Conversation inside a Palaiologan
Senussi Speedboat A small, fragile, and fast speedboat. Each one contains a team of carefully selected specialists who, in case of battle, drive next to an enemy ship, and open a few new holes into its hull with carefully-set dynamite charges.
Đại Việt Transport As the Guard generally is weak at sea, the Đại Việt is capable of submerging to stand a somewhat better chance of surviving a trip across the water than it would if it were surfaced and even then it cannot compare to the amazing transport abilities of its airborne counterpart. It can fire some light torpedoes underwater and can use a flamethrower on land to help secure a landing point, but is quite fragile.
Palaiologan Seafighter Armed with a quad 57mm flak cannon, three 100mm guns in mountings to the starboard, port, and aft of the ship and two 130mm guns in a prow turret, the first of which can pummel aircraft, the second of which serve as dual purpose guns, and the latter is meant to hurt other ships, the Sea-Bear is cheap and not a particularly good ship, but it is versatile. If needed the Sea-Bear can turbocharge its engines for a quick get away.
Sahalin Cruiser Sub The main anti-surface weapon of the Guard is not like other subs, as its two triple gun turret fitted deck guns, not torpedoes, are its primary weapons, with its rather weak torpedoes mostly being useful against other submarines or transports. As a consequence, it is better armored than other submarines.
Emmanuel Battleship Practically a floating factory, the Emmanuel can lay hidden mines over water or lob them at hostile targets with its four twin gun turrets; something of a blast from the dreadnought era past the Emmanuel will not fare well against proper ships.
Ottoman Devastator The heaviest ship in the Guard's arsenal, the Ottoman is practically a massive electro-static generator. When this cage is activated, nearly everything near it, be it friend or foe, submarine or aircraft gets brutally elctrocuted. Otherwise, it projects a kinetic shield to help defend the other ships of the Guard's relatively small fleet and can launch Druzhina and Ritter air superiority and surface attack planes or serve as a base for the guard's aircraft.

Aircraft

"Thank God men can fly, and lay waste on decadence as well as modernity."

-Count Reinhardt von Carstein
Boyar Fighter A cheap, fast and fragile plane that wins dogfights with numbers and turning ablity, firing away with a pair of relatively slow-firing 20mm autocannons and four 12.7mm machine guns. Not well-suited for pressing air dominance over the enemy one-on-one (though given the larger air fields of the Guard, they can easily strike in vastly superior numbers), the Boyar is, however, good at catching and stopping incoming bombers. While lacking homing beacons to automatically return to base, it can fire boosters to greatly increase its speed, but while it is in such a state it cannot fire its weapons for fear of over-stressing the aircraft.
Mangudai Scout Rotorcraft Based on early designs for helicopters, the Mangudai is a fast helicopter that provides air reconnaissance, armed with but one autocannon, the fragile Kublai is not meant to stay in the thick of the fight, but to explore and report back. Due to a need to carry a rather heavy radio set, armor suffers as well. It is, however, capable of launching hot flares to confuse and delay enemy projectiles while it tries to escape.
Brave Tactical Bomber Pusher-driven like all Guard planes, these biplanes drop carolinium armor piercing bombs that will tear apart fortifications with ease and degarrison targets, and may fire up accelerators to go at alarmingly swift speeds.
Tercio Ground Attack Plane Rather simply armed with a pair of large 40mm autocannons and a brace of anti-tank rockets, the Tercio is a (not particularly fast but relatively durable at least) dive bomber with a vendetta against enemy tanks. Best accompanied by Boyars, the Tercio has but a single .30 caliber machine gun at the tail if attacked by other aircraft.
Nikolai Suppression Plane nstead of bombs or other common weapons used in aircraft, the Nikolai first strafes an area with eight 50 caliber machine guns, then opens its bays to reveal over a hundred submachine guns to annihilate any infantry afterwards. The plane has limited ammo however, and will have to return to base quickly.
Tarkan Interceptor A fast, rocket boosted enclosed triplane that can chase down and destroy bombers and heavy aircraft with kinetic fields surrounding their frames to ram through aircraft and a brace of four heavy autocannons that will send bombers tumbling to the ground in a hurry just as they can inject carolinium based fuel into their rockets and engines to quickly cross distances
Gendarme Bomber A rather odd take on the strategic bomber, the Gendarme carries a large number of armor piercing hundred pound bombs that are dangerous to structures in the extreme as these Carolinium bombs do not stop exploding for a long while, continually damaging the structure until nothing is left or the bombs fizzle out of energy. The aircraft has a number of .30 caliber machine guns in the nose, tail, top, and sides, but it is sorely recommended to have escorts with them; these are, being very optimistically, little more than nuisances for modern aircraft.
Janissary Siege Rotorcraft Based on an early design of the helicopter, the Janissary has three 12.7mm Gatling guns (wings and nose) in its standard configuration for infantry and light vehicle harassment and attack while also being able to chase other helicopters, but can deploy and unveil an artillery cannon to function as the primary artillery weapon of the Guard. Do note, it's shorter ranged than most artillery.
Zápolya Airship The basic airship and one of only two airships small enough to be built at the standard air manufactory, it is rather fast for an airship but also quite fragile. Its crew can use a twin quad-set of 14.5mm machine guns (anti-infantry and inefficent anti-air meant mostly for dueling with other helicopters) and a quartet of powerful 57mm anti-armor field guns against tanks, making it a reliable and steady tank hunter. It must switch which weapon it is using.
Braganza Airship A humble little logistics dirigible, the Braganza is a very muscular airship that can ferry large loads of materials; generally ore from place to place, harvesting ore by lowering a special gondola with ore carrying equipment and then raising it to be lowered into the refinery. Built with a durable, sturdy airframe, the Braganza can also lift vehicles from place to place, though only one at a time, and it has no facilities for holding infantry.

Airships

"Behold, the wind rises."

Tultengo Airship An airship primarily meant to escort other airships and built with the role of both protecting other airships and chasing other air forces from the skies, it is armed with anti-aircraft autocannon batteries and a number of Cuāuhtli Fighters to keep annoying airplanes away from the other zeppelins. It can quickly surround itself with a ring of flak bursts to damage all aircraft caught within the ring field.
Stewart Airship With a large array of cannons and rockets as well as machine guns, the Stewart is capable of providing for relatively accurate devastation against ground units to shield the air fleet against ground based anti-aircraft infantry and vehicles.
Bourbon Airship Bourbon airships serve an important role in the Guard's air fleet, spreading billowing clouds of Black Smoke to confuse and befuddle enemies who try to attack guard fleets, harming the accuracy of anti-air attacks. Then can also load up mortars to fire black smoke shells onto the ground to provide smoke coverage for the guard's ground forces.
Nguyễn Airship Nguyễns are nimble airships that can deploy into floating outposts from which nearby units can be restored, with medical and repair teams deploying to the ground and other units via balloons. However, it can not be quite as capable as more focused repair vessels.
Borjigin Airship An airship capable of transporting a staggering twelve squads, eight bikes, six vehicles, or four superheavies and armed with a fair number of defensive flak and pom-pom guns. It should be noted that it evacuates the garrisoned units like the Soviet mancannons, launching them down to the ground with parachutes. While slow, it carries a large number of men and material.
Hapsburg Airship Comparable in size to the Bonaparte, the Hapsburg has a deadly arsenal of a large number of V-1 missiles that it can use to target ground units to strike them from a distance, though it suffers against structures. The secondary fires a six shot unguided spread of missiles that fly out to hit whatever is at the end of their designated path.
Qing Anti-Zeppelin Airship Using large howitzers in turrets, the Qing is meant to brush away other airship and heavy aircraft fleets with a deadly array of HEAT rounds meant to burn through armor and ignite lift gasses and flammable materials where possible. The secondary has it rapidly ascend upwards to briefly exit the map and thus be safe from firing before returning to the battlefield later.
Pedro Siege Airship Structures had best beware, for the Pedro's rocket propelled bombs make it a killer of massed enemy units and especially enemy bases. Auto-cannons on certain points of the Pedro can help defend it from enemy units to some degree, but it relies heavily on its escorts to carry the day.
Tounens Carrier Airship Carrying a substantial number of Picunches and Huilliches fighter and ground attack planes, the Tounens brings devastating long ranged attack to the airship fleet from a distance, and while not quite as individually destructive as the Zápolya, the Tounens has more versatility, range, and it can deploy a special wing of smoke bombers to obscure an area.

Commandos and Epic Unit

"I am a dealer in thunder and death. My enemies are many and my equals are none. My name brings chills of horror even to the inhuman, my legend is a tale of nightmares. I am the Iron Khan, and it is by my hand that the world shall be conquered and the plague of democracy shall forever be extinguished. Be honored that you die at the hands of this machine as I lay waste to all your armies and take your cities of brick and leave them as piles of rubble. For those few who survive and are spared from my dungeons shall forever know the name of Sternberg."

-Roman Ungern von Sternberg, the Iron Khan and the "Mad Baron"
Tabitha The twin-tailed lady in black is equipped for any ground activities, believed to answer directly only Rasputin himself. Made superhuman due to her unusually-strong affinity for the Tunguskan Amoeba, Tabitha heals unnaturally fast and can tear a man in a Tesla suit in half with her bare hands like tissue paper or remove a Jiang Shi's arms from their sockets while bullets simply bounce off of her skin. She prefers to kill enemy soldiers in melee with blades and her own gloved hands, but can also designate an area for a "meteor strike" causing damage to a certain area of effect in her presence, which in reality is a Bomber dropping from the upper atmosphere.
Toghoril One of the most accomplished bike riders of the Reactionary Guard, Toghoril drives forth on his bike at hundreds of miles per hour like an accomplished pro and using cavorite to be able to ride on and stay atop the water, striking first with a grenade launcher he can wield with great skill before he brings forth a Kinetic field lance to impale his enemies, riding past them with style and grace and easily driving his bike past any obstacles. He has a modified electric generator that he can use to feed energy into other bikes; allowing them to keep up with him as they ride like a mechanized version of the mongol armies of the past. The fields of this ability stay active when in contact with water, so bikes riding over deep water will not lose the effects of this ability until they drive back on land even if its duration has ended.
Anastasia Operating a special cavorite assisted armoured suit akin to a modified version of those used by Vicker's lads, Anastasia flies in the air; propelled by swivelable propellors and given extra protection by kinetic barriers to absorb incoming attacks. From the air, Anastasia has the loadout needed to be a threat to nearly any target with her special triple rocket launcher and a triple vicker's machine gun that are dangerous to essentially all targets and unlike some others, she never has to stop to reload. She can also engage her tilt rotors to fly at nearly blinding speeds from point to point, though in this form her accuracy is very poor indeed.
Ricardo Also known as the hand of the white death, Ricardo is an Imperial Guardsman who has fought just about everything there is to fight. Eschewing the grenade launcher for a cavorite lightened 81mm mortar he prefers to shoulder fire, having become such a master with it that he can essentially use it as a very large sniper gun; with it he can bombard enemies at significant distance; dropping armor piercing shells directly on tank roof tops, blasting apart squads or even picking off individuals; landing shells directly on single enemies at a tremendous distance. Against aircraft he loads up flak shells which he can utilize to significant effect, pounding most aircraft into scrap with ease. He can also offer long distance support with ultra-long lasting black smoke shells to render everyone's ability to see nonexistent. His primary weakness is a poor rate of fire and relatively weak close ranged combat with but a single kinetic saber and an officer's pistol.
Heidi The White Duchess and the most decorated air ace of the Guardians flies a special plane she calls "Kaisertum" which is capable of full VTOL. When met with enemies trying to get in the way of her plane, it simply activates a kinetic barrier that means that the would be roadblock meets her aircraft the same way a sentence meets a full stop. Capable of outmatching Ajaxes with her incredibly fast and maneuverable plane that specially manipulates its flow of cavourite to make impossible turns she has a storied career and her enemies must learn to fear her brace of kinetic barrier sheathed autocannons and her guided missiles. With a flick of a switch, she can also drop a load of arctic amoebas and dispatch some repair drones to heal the ground troops and friendly air units as she helps keep the skies clear for them and punish enemies she sees.
Nikola Driving a lethal and dangerous battle track, Nikola can help the Guard dominate on the ground battle with his special land ironclad. Not the best in a one on one fight, his vehicle is instead very good at dealing with large numbers of enemies with its multiple turrets and sponson guns; though the main gun is in and of itself, nothing particularly special. Weaker enemies stand little chance from any angle they attack the tank at as they have to deal with its vickers guns, pom-pom guns, and its field guns, and the main triple 5 inch gun can still pack a punch for those caught unaware by it. The vehicle is also capable of starting up an electric field around itself to fry large numbers of incoming enemies and buy the land ironclad time to get away.
Pankrator Supremacy Airship A floating military base, the Pankrator can house up to thirty guard airfield air craft and can launch a vast number of planes of its own, including interceptors, tactical bombers, strategic bombers, fighters, and ground attack planes. Those who approach it have to deal with HEAT shell howitzers and V1 missiles that devastate other heavy aircraft and distant foes, large batteries of machine guns, autocannons, and flak guns to deal with smaller aircraft and ground based enemies who get a bit closer, and its ability to start up a large cloud of black smoke that it then feeds electricity into to make approaching it very dangerous without the kinetic barrier it grants to allied aircraft in its vicinity

Assassination Target

Romanov Airship Airships used by commanders who want to get a closer look on battlefield. Durable and destructive against slow ground targets due to its Carolinium shell-loaded, ground-facing cannons, which are devastating to structures in particular, but cannot attack air targets beyond launching its fighter wings save for trying to ram them after surrounding itself in a kinetic barrier, a gesture largely useless save for against other airships. It is the assassination target of the Guard.