Guild of Industrialists

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The Guild of Industrialists
IndustryLogo.png
The Industrial logo, used by rebelling cities.
General
Playstyle Steamroll, or Conquest
Faction Colour Rust Brown
Type Blue Alert Echoes Faction
Dev. Status Original units and building In-game

The Guild of Industrialists, also known as the Industry or Guild, is a coalition of pro-Comintern Syndicalist civil rebellions in southeast Asia, banded together by a single goal of freedom, rights and common cause in dethroning the Majapahit Dictatorship and sparking Industrialist revolutions all throughout the Indo-Pacific region.

Gameplay Mechanics

Base Building

The Guild of Industrialists Uses lifters, small forklift trucks capable of building structures. these units are constructed in the MICV, and are build for half the price of the building in question, the other half of the price is paid for building the building on field. the lifter remains after having build a building. This allows The Guild to rapidly expand for much-needed Ore. Defenses cannot be constructed by lifters, and must be constructed by the MICV.

Due to the large amount of buildings used by the Guild, the Guild MICV has three initial building tabs. 2 for buildings, and 1 for defenses.

Power Mecahnic

The Guild produces power through large powerplants.

Units Mechanic

Units of the Industrial Guild do not excel in any particular way, but can be customized for different effect by manufacturing facilities.

Tech Mechanic

Though a standalone Guild factory can produce some vehicles on their own, it can't produce all the needed parts for more ingenious or heavier units, thus requiring other factories to make specialized parts. Most factories are capable of supporting each other in a range around themselves, and the Waste Facility acts similarly.

Abilities

Industrialist Revolutionary Forces

Buildings

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Guild Centre The Guild Centre is the focal point of all Guild operations. Outfitted with resources and workers to secure or build structures respectively, the Guild Centre is responsible for making bases. It can also pack up into an MICV.
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Work Hub Despite its small size, the Work Hub is noticably tough (by Guild standards) and also acts as the Guild's production structure for infantry. It can garrison up to three pharmacists to heal infantry around it.
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Resource Collection Facility A structure dedicated to exploiting and refining ore deposits in the vicinity, the Resource Collection Facility acts like any other refinery.
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Quality Factory This factory mainly produces tougher vehicles. Some units also require a Quantity Factory to be built.
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Quantity Factory This factory mainly produces cheap units. Some units also require a Quantity Factory to be built.
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Helicopter Hangar This hangar mainly produces helicopters, sort of. Some units also require a Helicopter Hangar to be built.
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Airship Airpad This airpad mainly produces airships. Some units also require an Airship Airpad to be built.
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Speeder Docks These docks mainly construct speeder ships, though some units also require a Capital Docks to be built.
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Capital Docks These docks handle the construction of the Guild's larger ships, though some units also require a Speeder Docks to be built.
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Waste Facility A special plant which refines industrial waste into chemical weapons, it can train and house up to one Waste Bomber. Its presence is also needed to be able to produce the Guild's most advanced units.
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Logistics Warehouse This sturdy facility must be present before a Mining Facility or waste facility can be built, and also constructs MICVs and other logistical vehicles. It also stores lifters for you.
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Mining Facility The Mining Facility acts as an unlimited ore mine, and unlocks a set of support protocols and upgrades.
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Bunker Factory The Guild's defensive superweapon constructs free Fortified Bunkers for your forces to use. The factory produces a lifter which will build the bunker on a designated site.
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Nemo Cannon The Guild's offensive superweapon is a massive artillery piece, capable of changing ammunition before firing. Known ammunition types include Waste, siege, Diluted Waste and silicon shells. These ammunitions can be cycled through via the Nemo Cannon's secondary, though changing ammunition types also causes the superweapon timer to be reset.

Factories

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Armaments Factory The Armamanets factory increases the damage and fire rate of all your weapons in the field.
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Materials Factory This factory increases the armor and health of all buildings and units on the field. Any unit affected will also become a little slower.
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Maintenance Factory This factory allows and increases health regeneration for all units on the field.
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Commercial Factory This factory lowers the costs of all units (including infantry!) slightly, and produces money.
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Equipment Factory The only factory affecting infantry, the Equipment Factory improves the Equipment of your infantry, raising their mobility, armor, health, firepower and regeneration.
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Transportation Factory This factory raises the turn radius and speed, and speeds up the acceleration of all units on the map.

Defences

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Settlement Wall A simple but sturdy wall. A tad bigger then most other walls though, so plan accordingly.
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Settlement Gate A simple and sturdy gate that can withstand heavy punishment.
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Machinegun Turret A cheap and weak turret, the Machinegun Turret is armed with a multipurpose minigun, and is the Guild's sole automated turret.
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Guard Tower A tall tower garrisonable by up to two squads of infantry, infantry garrisoned inside these towers gain a boost to their range, and can fire out. Guard Towers will also detect stealthed units when a Komodo Dragon is garrisoned inside.
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Sea mines Cheap sea mines for aquatic defense purposes.
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Reinforced Bunker A medium sized bunker with space for three squads of soldiers.
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Subterranean Bunker Located mostly underground, the Subterranean Bunker is proof to most direct fire weapons, and can hold up to three squads of soldiers. It is, however, very vulnerable to some artillery, as well as most aircraft.
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Gilden Bunker A large, four squad bunker, the Gilden Bunker can soak up considerable damage, and can also launch the troops inside it back out using a high pressure drop pod cannon. Foes within the landing zone of the drop pods may suffer minor damage.
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Crow's feet Cheap metal fortifications blocking the path of tanks, easily spammable and uncrushable, the Crow's feet can be removed by baserazers or artillery. Infantry do not face any trouble in walking past the Crow's feet.
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Fortified Bunker Only build able by a Bunker Factory, this massive bunker can hold up to five squads of soldiers, and is as heavily armored as a fortress. It is also armed with a pair of "Grand Cannon" artillery pieces, though these can only be used if the bunker is garrisoned.

Infantry

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Komodo Dragon The Guild's scout unit, the Komodo dragon can savage enemy units, and storm civilian buildings to degarrison enemy infantry. The komodo dragon regenerates health after standing idle for a while.
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Industrialist The Guild's rank and file infantry, Industrialists are armed with lever action muskets. They can kneel down in a volley stance to deliver shots that are more effective against heavier targets while remaining effective against infantry, though they cannot move in this stance, and turn slowly.
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Cannoneer The Guild's go-to anti-tank soldier, the cannoneer is armed with a cannon. Though powerful, they aren't as accurate as others, even when compared to other anti-tank infantry.
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Gamekeeper Rebels armed with silicon AA guns, they can also use rather crude demolitions charges to damage buildings.
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Ruffian Slightly unnerving explosive experts armed with grenadelaunchers, these rebels can also defuse mines when they aren't shooting explosives or lobbing grenades at the enemy.
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Inventor Engineers who can repair structures and vehicles from the outside and capture enemy or tech structures without needing to entering them.
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Pharmacists These medics can heal friendly soldiers, and have the ability to deploy observation posts to spy on enemy troop movements.
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Ace The Guild's snipers, Aces are armed with long ranged rifles for eliminating enemy infantry. They can swim and have the ability to sprint, but are not camouflaged like other snipers.
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Sleuth Former veterans turned infiltrators, these men are undetectable by scouting animals and larger units, but normal infantry units will spot them pretty quick.
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Wielder Armed with thermal lances, these sturdy armored men make short work of any type of infantry, even battle suits. on top of that they can immobilize vehicles while damaging them, their secondary allows them to charge towards a target.
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Catherine Crew An infantry field piece manned by a pair, the Catherine can fire gigantic salvos of small rockets at artillery range, devastating most ground units. While the Catherine doesn't take long to set up or pack up, the unit is foot-propelled, and thus somewhat slow. the Catherine can be garrisoned in transports and buildings, but will take up three slots. A garrisoned Catherine can fire out of Buildings or bunkers.
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Ungentleman The special forces of the guild play around with small but deadly gatling guns that don't deal all that much damage up front, but can quickly rack up damage to tear through infantry and even make aircraft suffer, but its the ability of these dastardly special forces to call in rocket strikes that makes them really feared.
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Victoria The Guild's commando is a fine lady. Wielding a parasol which is actually a shotgun, she is also an effective commander; friendly units around her gain a slight boost to their stats. She can also switch to using her stealth training and a poison needle, though she moves a little slower and friendly units don't benefit from her presence in this state.

Quantity

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Martel tankette A small tankette, the Martel is a anti infantry weapon build in masses. It is armed with a simple gun platform and a buzz-saw thrower for it's secondary.
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Tilbury Tank The Industrial main battle tank is cheap, small and generally weak, It works as a flanker when alone, and as an MBT in groups. It's secondary launches smokebombs at the battlefield. The Tillbury does scale significantly with factory boons.
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Elizabeth Missile Vehicle A truck with an all-purpose missile rack, fired in barrages. The missiles use silicon charges, and are largely more effective against airborne targets then groundborne targets. The missiles provide suppressing fire on ground-based enemies. The Elizabeth can only attack while deployed with it's secondary.
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Matt Missile Artillery This cheap Industrial artillery unit can fire multiple homing rockets without actually directly looking at the target. It can also switch to firing AA missiles.

Quality

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Hidalgo Anti-Air A tank armed with AA missile racks, it is effective against aircraft in a medium radius, and delivers mild damage against choppers. Capable of withstanding a decent amount of attacks. It's secondary launches a carbonolium shell from a mortar, filling a small airspace with explosions.
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Penwood Musket IFV A Tracked IFV, the Penwood is armed with a bigger version of the basic Penwood musket, it is better at its job then ordinary anti-infantry vehicles, but suffers from drawbacks very like standard MBT's. Unlike most of it's competitors, the Penwood has heavy armour, but a limited turret arc.
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James reconnaisance car Luxerious and fast, the James is a classy all terrain medium/armored transport for one infantry unit, and is armed with a small short-barreled mortar.
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Butler Battle Car An armored car capable of going against tanks, the Butler is the Guild MBC. While it's main weapon suffers in comparison to other MBT's in the beginnings of a fight, it gradually becomes better. The Butler is capable switching weapons to fire a clamp, and remotely pull both enemy and friendly units. Friendly units will be sped up, while enemy units will slow down. Be aware the clamp restricts the Butler from moving too far from it's target until you switch weapons or choose a new target.
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Brayton Tank A heavy tank capable of soaking up fire from all sources, the Brayton is armed with a highly inaccurate grenade thrower that can cover an entire area in weak explosives. While not very effective against heavy armor, this does make short work of grouped light vehicles. The Brayton secondary orders a crew member to take the flag on the vehicle and wave it heroically while taunting the enemy, attracting all machine gunfire in the area, or just gunfire in general.
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Matthews Heavy Tank These tanks are not as specialized as other assault tanks, but are equipped for all purposes. They can use their twin-barrelled cannons to attack both tanks and structures, while the dual machine guns on the side ward off infantry and aircraft. Unfortunately, the engine can only support 1 pair of weapons at a time.
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Raider AAV A quick armored car armed with a high-powered machine gun, the raider is also capable of slowing down the engine's axle to rev the minigun up to uncertain speeds, allowing them to negate armor.
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Dunstable Ironclad The logical evolution of armed trucks, the Dunstable has multiple cannons on its trailer, which can fire broadsides from the vehicle. The Dunstable can deploy to properly barricade an area by increasing it's firepower on both sides. A deployed Dunstable has significant range, which can be boosted by keeping a sociable close.
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Murray A wheeled vehicle sporting a humongous gun, the Murray is capable of firing normal shells or Waste-covered shells, which cause affected enemies to take more damage from all other sources.
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Montgomery Transport The Guild's truck-based answer to defense lines, the Montgomery is a Insanely fast, slowly accelerating, heavily armored transport capable of taking 15 infantrymen right into the core of the opponent's base. The Montgomery can crush units and walls easily. It can also throw grenades behind the vehicle.

Logistical Vehicles

Built at the Logistics Centre.

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MICV Industrial MCV. Deploys into a Guild Centre.
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Buckstock Truck A simple truck, the Buckstock can carry ore to your refineries. Or use the secondary of the Buckstock to Deploy the Buckstock into a sizable bunker!
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Jones Exploration Walker The Industrial Assassination Target, the Jones Exploration Walker is a monstrosity capable of crushing entire armies under its feet, it is armed with four mini guns discouraging infantry and aerial units, and it's claws are capable of shredding anything close enough. It can also jump, which is surprisingly devastating for anything on the landing spot.

Mining Vehicles

Built at the Mining Facility

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Canterbury Moving Factory An enormous, mobile factory, the Canterbury is capable of collecting resources from the enemy by the expedient of driving over them and reprocessing their remains. This can be dumped at friendly refineries to provide emergency funds, but do note that the Canterbury cannot reprocess infantry or equally large units.
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Rossby Pressure Cannon Utilizing a high-pressure wave of air generated by controlled gas explosions, the Rossby can knock over all infantry before it, and deals good damage against defenses.
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Turner Drill A mobile drilling machine with an over sized engine and an equally over sized drill, the Turner can use this drill to tear apart larger units, while smaller units are simply crushed under its bulk. However, hitting something that won't give way will cause it to bounce back. By attacking buildings, the Turner can also salvage metal from the wrecks, and this metal can be compressed via its secondary to form a barricade.
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Newcomen Sooter A heavily armored vehicle armed with Soot, ash and other micro particle mining leftovers, the Newcomen can expel a cone shaped darkness, covering the enemy completely. All friendly and enemy units in the area cannot be targeted, but can't fire out either. The Newcomen's secondary ignites the dust to act as a low-yield flamethrower which burns rather miserably, but still has the huge reach.
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Cavendish Support vehicle A lightly armored vehicle capable of clamping both enemy and allied units to balloons, the Cavendish can drive up to a unit, immobilize it and slowly inflate a appropriately sized air transport. the transports created by the Cavendish are in control of the owner of the affected unit, and deflate upon lowering the unit. The Cavendish can also use a harpoon-gun to forcibly root airships to the ground, temporarily immobilizing them
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Lyell Geological surveyor A combination of a crack drilling team and a vehicle stuffed with geological experts, the Lyell sends it's dig team to undermine structures and soften the ground beneath vehicular units, causing them to become stuck in the ground. The Lyell is amphibious, and can damage structures on the water. Attacking ships will cause the dig team to whip up a whirlpool.
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Sullivan Blockade A slow unyielding vehicle armed with a plow, an auto cannon, and several tons of barbed wire, the Sullivan goes wherever it pleases. It is capable of destroying neutral buildings and repairing your own buildings. It can deploy and can put down barbed wire and other nuisances.

Helicopters and Planes

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Baldrick Armed with air-to-air missiles, the Baldrick is notorious for its weak armour and a low speed brought about by its nature as a twin engined propellor plane, and even though the crew may think otherwise, it's only use is in numbers.
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Bromwich Capable of slicing apart slow moving aircraft with its machine guns, the Bromwich is usefull against heavy bombers, and can also escape from sticky situations using a supply of flares.
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Bronts Jet Bombers, Bronts are made for gunning through enemy air defences to hit these defences where they hurt with dive bombing hits that corrode them into nothing
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Eye Chopper This whirlybird may not have any armament, but it does have plenty of exceedingly bright flares to reveal the area and blind enemy units
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Station Chopper A transport helicopter with some light armament to help suppress enemy units and punish infantry, plain as that.

Airships

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Interception Airship Armed with anti-surface missiles and autocannons, the Interception is a mobile defense station. The ship takes reduced damage from ground AA, but is weak to airborne threats. Its secondary allows it to use a scrambler to slow enemies down.
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Kabula Cruise-missile Airship The powerful cruise missiles used by this Airship can devastate a small army, but take extremely long to reload. The Kabula is also lacking in armour, though the crew is trained to repair any damage done to the ship when it's idling.
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Taylor Destroyer The ultimate Airship, the Taylor is a ancient destroyer lifted straight from the mothballs into the air itself! The Taylor can pound other heavy flying things with it's deck guns, and can even bombard the ground to some extent. The Taylor's secondary allows it to use harpoon guns to trap enemy aircraft in the Taylor's reach, allowing other AA units to finish them.

Waste Facility Aircraft

These units are constructed at the Waste Facility.

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Albatross Explorer A cross between a plane and a helicopter, the Albatross can function like a normal plane, attacking ground enemies with a pair of 60mm rotary cannons. Activating its secondary, however, transforms it into a helicopter like configuration, allowing it to use its heavy assault gun to launch giant spiked weights.
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Hastings Sprayplane A converted transport plane, the Hastings is loaded with a strange chemical, which will turn animals (and animal like robots) affected by it uncommandable by overloading their senses, and also makes enemy troops doused with the substance easier to locate.
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Trevithick Transport Chopper The Trevithick is a powerful helicopter capable of lifting any MBT or smaller units, and degarrisons these untis by throwing them at the enemy! naturally this does some damage to your unit, depending on its size, but it also does damage to any enemies in the impactzone. The Trevithick is also capable of hoisting up enemy units as well as yours. making it an ideal tool to displace (or drown) those noisy backbenchers.
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Waste Bomber A gargantuan bomber, the Waste Bomber can switch between high explosive bombs and chlorine trifluoride bombs while at a Waste Facility, which is also about the only facility capable of holding it. The Waste Bomber tends to inspire fear, and draw enemy fire.

Speeder Watercraft

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Water Rat One of the many water rats found in the rivers of Guild settlements, these rats have been turned to a more useful purpose. The water rat moves in water, and can walk (extremely slowly) on land. While it cannot quickly kill off infantry like most animal scouts, it is cheap and easily spammable, so this does not normally matter. Its secondary increases its speed for a short time, though it must rest afterwards.
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Petrol Boat A speedboat armed with a machine gun that is effective against infantry and aircraft, the Petrol Boat can dump its fuel in the seas to poison aquatic infantry around it, but it will have to stop and refuel afterwards.
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Dredger Formerly used to dredge out canals, the Guild's Dredgers now use their claw to attack enemy vessels. It can also use an EMP device to grab and disable both an enemy ship and itself. The EMP can be broken by ordering the Dredger to do something else.
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Dumpship A fragile transport ship which dumps explosives at enemy units, the Dumpship takes a long time to reload.
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Bathyscaphe Nautilus The Guild answer to naval defense, the Nautilus can lay mines both above and underwater, making it ideal for securing large areas. The Nautilus does not have to surface to do its job.
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Seacat A slightly refitted hovercraft, it can house 10 infantry who can fire out, but suffers from weak armour. It can also choose to carry a tank, but doing this will leave it defenseless.

Capital Watercraft

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Whale These enormous mammals have been bethrothed as soldiers for hire, and ram enemy ships with their bulk. With their secondaries they can come up from the depths with a gigantic leap, which displaces ships and causes enormous havoc in unit lines.
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Trawler A modified fishing ship, it now features a giant turret wielded to the back of the ship. It is powerful, but can only fire while the unit does not move. Trawlers can also throw a net to immobilize enemy aquatic units, be it ships or animals.
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Drake Shoring Ship Modified whaling ships adapted to hunt subs instead. They fire harpoons at enemy subs, forcing them to surface before dragging them into the processor, grinding them down into raw materials. The procedure can be done at a slower rate to recover resources from the sub's remains.
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Seldon Ferry A civilian ferry refitted with a huge anti-air cannon that is very effective against heavy aircraft, the Seldon can also deploy to bring several extra carbonolium guns into the fray, allowing it to destroy large masses of aircraft.
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Aldrich Oil Tanker An oil tanker which uses a pollution catapult to kill enemy units from a distance, the Aldrich can also leave a trail of toxic pollution behind it without damaging the ship itself.
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Nelson Container Constrainer The "flagships" of the Guild navy, Container Constrainers are equipped with old steam catapults to launch powerful, high explosive filled containers at enemies. Unfortunately, it can only attack targets directly in front of it, and turns slowly. It can also dump its entire load of explosives into the sea to create a shockwave, though it will not be able to attack for some time afterwards.
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Barlow Lander The Barlow Lander is openly referred to as a box by other nations, but the true beauty of this enormous vehicle lies in its ability to carry huge amounts of units over water. It can carry 10 infantry units, or 5 light tanks, or 1 medium tank. It can also make use of its suppression missile to open up beach heads for landing.
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Williams Missile cruiser A ship armed with 2 large deck gun turrets for anti-ship work, this former catamaran can also fire makeshift cruise missiles to devastate packed foes.
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Johnson Carrier Aircraft carriers launching War Eole Fighters and Battle Avion Dive/Torpedo bombers, the Johnsons have been converted from civilian cargo ships to assert the Guild's naval power at sea.