Guardians of Monarchy (TUE)

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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 Integralist 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, place a Jewish king in Palestine, 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 revelation that the new "heart washing dynasty", though the Guard always repuditated claims that the Dynasty had any claim to being an Empire so long as the Qing lived; was 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 shifted much manpower to try and battle the Chinese with the intention of sitting the Qing Emperors on the throne of the forbidden palace 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 the Dynasty in the great plains and steppes of the vast nation of China. 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 that the downfall of the Socialist Federation of China and the Indochinese Socialist Republics may have weakened the Comintern or the tearing away of many African nations and the conquest of many east asian colonies and Epsilon's betrayal may have weakened the Alliance 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.

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 the air force up the guard; these service and release up to sixteen 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 and can dock up to four airships. They cost more than most other airfields though
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 middling cost, but is quite fast due to cavorite to lighten the load of their black flak vests. Secondary throws black smoke grenades.
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.
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 The Snipers of the Guard. They have a fairly 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.
Flyer Flying infantry, who use mechanical, motor-propelled wings to fly in battlefield. They normally attack enemies by using bayonetted light machine guns but can also switch to grenades, for destroying tougher targets on the ground.
Imperial Guard Elite soldiers and special forces 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 in melee, making them able to clear garrisons by charging inside with their bayonets at the ready and going from room to room dousing everyone they see in grenade fire and the straight silver.
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 Conditierri from high above.

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 and serve as their assault infantry. They are cost efficent, their diver is armed with twin light machine guns to shred infantry or draw his kinetic sabre to press home assaults.
Strzelcy A purpose built war-bike which tows an anti-air gatling cannon. 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 A means of delivering a mortar onto the battlefield, the Qapukulu is a high powered motor-cycle capable of suppressing enemy infantry with a twin-linked submachine gun or switching to a potent 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 grenade launchers that generally fire high-explosive rounds or can fire black smoke rounds, and in melee they strike with pistol and a high powered kinetic sabre. Also serve as infiltrators. They ride bikes, granting them great speed.
Scythian Bike 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 one passenger can shoot out of the vehicle while driving shotgun.
Anûšiya LBT The Anûšiya light track is the Guard's light tank with it's mid caliber main gun. Is 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.
Varangian Battle-Track The true battle vehicle of the Reactionary Guard, the Varangian is relatively decently armed 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.
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 three 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.
Dai-Viet Transport As the Guard generally is weak at sea, the Dai-Viet 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 150mm 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.
Tercio Ground Attack Plane Rather simply armed with a pair of large 40mm autocannons, four heavy machine guns, 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.
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.
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.
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.
Tounens Ground Attack Airship Carrying a substantial number of Picunches and Huilliches ground attack planes, the Tounens brings devastating ground 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 designate a single unfortunate unit to be the target of its entire wing.
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 twelve infantry squads, eight bike squads or light vehicles, six tanks, or three superheavies. It should be noted that it drops its units via parachute rather than landing, launching them down to the ground with parachutes. While slow, it carries a large number of men and material.
Hapsburg Airship Among the largest airships in the world, 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.


Behind the Scenes

The basic look of the Guardians of Monarchy is inspired by look of the World War I, works of H.G Wells and Jules Verne, and video game Iron Storm.