Indo-Pacific Treaty Organization
|Indo-Pacific Treaty Organization|
|The Dove of Peace|
|Faction Colour||Sky Blue|
|Type||Blue Alert Faction|
"I've got me a sweetheart and I love her, too
We want to make big plans but what can we do?
When a mushroom cloud has changed every rule
It's deepened our thinking at home and at school
Peace, peace, peace where did you go?"
- - "A Mushroom Cloud" by Sammy Salvo.
The Indo-Pacific Treaty Organization is a major faction in Blue Alert. Founded by the Kingdom of Thailand and later spreading to Malaysia and Cambodia, the IPTO is meant to protect South-east Asia from the threat of the Empire, the Epsilon Bloc, Green China, and the Communists. The group is a regional ally of the wider Alliance of Free States but is noted for being more fanatic in its fight against the green Chinese and more concerned with the security of its own member states than is is for the rest of the world, even its own Allies.
At a Glance
|Faction Color||Sky Blue|
|Theatre of Operations||Urban and Jungle Warfare|
|Strengths||Exceptional alpha damage; Good logistical mobility; Unparalleled reconnaissance abilities|
|Weaknesses||Atrocious health and armour; Poor battlefield agility; Slow reload; Low DPM|
|Motives||Nationalism, Survivalism, Militarism, Isolationism|
|Basic Look||Modernized late-WWII designs with significant Cold War influences. Over sized and bulky vehicles.|
Seeds of Destruction
A single flap of a butterfly's wings can cause a hurricane halfway across the globe. A few shifts in the events of the 1800s, followed immediately by the Western power play played a role in the region's growth no one could have anticipated. Yet even as the Shogunate desperately clung to power, their neighbors got the message. Beware of the colonials. Countries hoping to retain their sovereignty had to act fast, to build up a sufficiently powerful military and political influence in the region to be able to resist the land-grabbing Westerners. Siam was no exception, already on edge after heavy British expansion into their region, King Chulalongkorn took drastic and immediate measures to alleviate the situation. The modernisation of Siam began in 1889, as King Chulalongkorn drafted a plan to fully industrialize Siam by 1900. However, his plans relied heavily on being able to obtain supplies and equipment from the West, which unfortunately, was not very cooperative in helping one of their potential conquests get away from them. The French in particular reacted negatively to the plans, and applied pressure on Siamese borders to force Siam to cede territory to them. With the British controlling Burma and also eyeing the rich fields of Thailand, support from them was deemed impossible.
As hope faded away, King Chulalongkorn was prepared to make a desperate political gamble and buy his country's freedom with land. However, before that plan came to fruition, the last call for help was answered by an unexpected source. Prussia, long a bystander on the Asian political chess match, made its first and decisive move. The ever growing power of her neighbors was beginning to worry Prussia, as they thrived on the income and resources generated by their colonies. Emperor Wilhelm II, long wishing to spread the German empire's influence and interests took advantage of Chancellor Otto von Bismarck's slipping influence and pushed through a movement to assist the Siamese. He hoped that having an ally in the far east would enable them to weaken their competitor's hold on the region, as well as potentially disrupt their supply lines if required. Despite Bismarck's protests that such a move would bring out increased tensions with the other nations and potentially lead to a war, the bill passed through parliament with an overwhelming majority and Siam joined the growing list of nations that were having German money poured into them to threaten British and Russian interests around the world.
November 5th 1889, the letter from Prussia arrived in King Chulalongkorn's office via the SMS Baden. The message was simple, yet would change the face of the region forever. The nation of Prussia would support Siam's industrialization efforts and supply them with the required equipment and technology for the Siamese in exchange for natural resources scarcely found in Prussia, Prussia will not be involved in the politics and everyday running of Siam, and only requested that Siam maintained friendly relations with them. Not wishing to look a gift horse in the mouth, Siam jumped on the opportunity, and the modernization efforts kicked into high gear.
Then, in 1893, the Franco-Siamese War begun as France sought to extract as many concessions from Siam as possible before they could build their might. The sneak attack started off well, France was able to make a rapid sweeping advance across Laos, where industrialization was minimal and troop concentrations were scarce. They did not expect, however, to run into a full fledged military force. Running headlong into modern Maxim machine guns, the French advance quickly ground to a halt halfway up Laos, and the 5 day land grab predicted by the French turned into a bloody and protracted war. Eventually, the French had to call for British back up to flank Laos from the North through Burma and through their combined efforts they were able to extract a concession from the Siamese to give up Laos to the French. The war however, took a massive toll on French forces in the region and forced the French to make concessions to the British. This would play an important role for events to come.
When WWI began, Siam, already on rocky terms with France and Britain, joined in the Central Powers; which would come to comprise of Germany, Bulgaria, Austria-Hungary, Sweden, the Ottoman Empire, Ethiopia, Iran, Korea, Tibet, and Afghanistan; many buoyed by German and Austrian investment in the years leading up to the first world war and took up arms against Allied Powers controlled territory in the region. Similar to the war in the West, the borders between Burma-Thailand and Malaysia-Thailand quickly descended into trench warfare. However, the French had no such luck, and were unable to get a foothold. Due to their reduced strength in the region, they lost battle after battle as Laos slipped further and further from their grasp. WWI saw the French influence in the region shatter, as they were beaten back time and time again by the superior and better equipped Thai force. With reinforcements tied up in the Western front, and British supply convoys being intercepted by Siamese frigates, the French found themselves in dire straits and American forces; who were drawn into the first world war by the treaty of Toronto; would need at least a year to begin arriving.
Then, on January 3rd 1915, the HMS Eclipse was sunk by Thai frigates Thongkaeo and Mannok during an escort mission to bring in vital supplies and reinforcements to French positions in Cambodia. This sinking caused the British to step up their naval campaign, and the Blockade of Bangkok was initiated. Expecting to have naval supremacy, the British went in with no less than 12 ships, including the battleship HMS Exmouth. The blockade was initially met with little resistance, and the British began setting up for a naval bombardment of Bangkok. However, two weeks into the campaign a Thai sloop slipped through the defensive perimeter under the cover of night. It intercepted the armoured cruiser Falmouth on the fringe of the British fleet, and the company of Thai soldiers boarded the Falmouth in an attempt for a hostile take over. The British were immediately alerted, and steamed to assist the stricken vessel. However, this left a massive blindspot, allowing the Thai to move numerous sloops into position behind the British fleet. The sloops sailed into the British navy at full steam, blowing up on contact with British vessels, causing massive damage and covering the ships with burning oil and tar. In that assault, the British had three ships severely damaged. In addition, the Falmouth was successfully captured by Thai forces, and its guns disabled the Exmouth's engines during the British retreat and forced its crew to scuttle it in fear of it being captured by the Thai. Overnight, the balance of naval power in the region changed, as the British were forced to return to their bases and lick their wounds.
Without the British navy to support, the French began losing ground at an alarming pace, something only stabilized by the surge of troops from the Americas as American and Brazilian forces began to arrive as per their treaty obligations with American troops in particular beginning to arrive at tremendous rates, troops arriving in the Philippines first before arriving in Malaysia and Indochina later. While the Chinese joined the Entente powers, they were dismissed as a non-threat as Sun Yat Sen's republic was essentially a legal fiction over a mess of warlords and struggled against even German aligned Korea, Tibet, and Afghanistan. (WIP)
Ruins of War
Unique Faction Mechanics
Construction: Building IPDI Structures (apart from the Extractor) involve laying down Foundations. These Foundations are cheap but take a while to build. Foundations can then be upgraded into any IPDI building you have unlocked. Similarly, defenses are built by laying down Hardpoints, then upgrading them into the desired turret.
Weaponry Enhancement: Many IPDI units can be upgraded with improved weaponry. These weapons are built from the Assembly Line, and then transported across the battlefield on unarmoured transports. Selecting these transports and right-clicking on the unit to upgrade will cause the transport to drive over and automatically begin the upgrade process. During the upgrade process, both the transport and the target unit are unable to move or attack. Destroying either unit will immediately stop the upgrade process. The time taken to upgrade a unit depends on the weapon. For instance, upgrading an Infantry squad with SCR-21s will take a few seconds. But upgrading a Striker with a 12.8cm gun might take a minute or more. Similarly, the speed and number of weapons carried onboard the transport varies with the weapon in question.
Unbreakable Spirit: IPDI units are extremely resilient to Morale Loss, and many common morale loss systems will have severely reduced effects (or even outright immunity) on IPDI units. In fact, an event that triggers an enormous Morale loss (in excess of 30 in under a second) in most other factions will result in a temporary Morale Boost (100% of the Morale loss), which decays rapidly over time (10% of the boost per second). However, IPDI units recover Morale very very slowly, and have zero Morale boosting units.
Go to Ground: IPDI units are easily suppressed, having a much lower threshold for suppression than most other factions. However, due to their training in such matters, they do not suffer penalties while suppressed (except of course, to movement) and will fire back with full effectiveness. In addition, they do not suffer Morale loss while suppressed. Do note, IPDI units can still be locked down, and they will suffer full penalties, including Morale loss when locked down.
Organization Taskforce Units & Buildings
|Operations Center||The Operations Center is the place where it all comes together. It serves as a forward command post for the IPDI Taskforce, and is responsible for the tactical battleplan of the region.|
|Foundations||The basis for (nearly) all IPDI structures. Foundations are built from the Operations Center, and then can be upgraded into the IPDI structure of your choice. Due to this mechanic, all IPDI buildings are very large.|
|Communications Tower||Communications Towers are the primary means of communicating with High Command. It enables the production of upgrades, as well as serving as the IPDI tiering system.|
|Extractor||Extractors use potent chemicals to break ore down into its constituents for filtering and extracting.|
|Chemical Power Plant||Forts house and provide for the IPDI infantry. Scattered across the landscape they are often the first line of defense against an enemy invasion. As such, IPDI forts tend to be sturdier than normal barracks.|
|Fort||Forts house and provide for the IPDI infantry. Scattered across the landscape they are often the first line of defense against an enemy invasion. As such, IPDI forts tend to be sturdier than normal barracks.|
|Manufacturing Bay||The IPDI armoured divisions first begin their lives in these Manufacturing Bays. Using SPAM modules to constantly churn out large numbers of war machines, these structures are vital to maintaining a competitive armour in the mid to late game.|
|Airstrip||The SAA deploys from Airstrips across IPDI territory. These Airstrips maintain and rearm the numerous planes and helicopters employed by the IPDI in its military.|
|Drydocks||Drydocks produce and supply the numerous vessels in the Guardian Navy. A key factor to naval dominance, building these is the first step to securing the high seas.|
|Assembly Line||Behind the scenes, Assembly Lines are the silent workers, rarely mentioned and appreciated, but vital to the war effort. In charge of creating weaponry and ammunition, Assembly Lines allow you to build and upgrade units with more powerful weaponry, giving them the edge on the battlefield.|
|Observation Tower||The observation tower has an incredibly long sight range, and also detects stealth in an extended radius, a must have for an IPDI commander keeping track of enemy movements near his base.|
|Starnet||The Starnet Mainframe is a powerful computer mainframe coupled with a orbital launch network. When activated it launches a satellite into geostationary orbit, granting you permanent vision over a significant region of the battlefield. Additional launches will not overwrite previous launches, however the destruction of the Starnet Mainframe will end the effect.|
|Teal Missile Battery||The Ultimate Superweapon of the IPDI, The Teal Missile Battery rapidly constructs Teal Missiles automatically. Packed with high explosives and incendiary chemicals, Teal Missiles devastate the area they are fired in. Teals will automatically seek targets in the target area. The Teal Missile Battery can be fired prematurely. However, the size of the resultant inferno is naturally dependent on the number of Teal Missiles fired in the attack.|
|Concertina Wire||Concertina Wire keeps enemy infantry and light vehicles out, and is immune to bullet weapons.|
|Reinforced Wall||Strong alloy-plated reinforced concrete walls can withstand heavy fire and keep baddies out.|
|Reinforced Gate||Made out of the same materials as the walls, Reinforced Gates serve to let your troops in and out of your base while keeping the enemy ones out.|
|Minestrip||Exactly what it says on the tin.|
|Hardpoint||The basic foundation of most IPDI defenses, it serves as a platform to install munitions systems to fend off her enemies.|
|Sentry Turret||A potent early game defensive emplacement, the automated turret sports two .50 machine guns that cut through enemy infantry. It can be upgraded with an additional QF 2-pounder gun for anti vehicle work.|
|Aegis Cannon||An emplaced turret with twin 8.8 cm guns for anti tank and air work. Placement of this turret is key, as it only has a 180 degree traverse range. It can be upgraded with 12.8cm Kwk 51 L/55 guns twice to increase its firepower.|
|Birdwatcher||An automated missile battery with excellent AA capabilities. It lacks the suppression of the Sentinel Cannon, but deals significantly more damage against fast moving aircraft. In a pinch, it can be used against ground vehicles and tanks as a dumb fire weapon system.|
|Scrambler Beacon||Scrambler Beacons jam the systems of incoming missiles and aircraft, making it difficult for them to hit their intended targets.|
|GOOP Tower||GOOPs enemy units, bogging them down and making them easy prey for your other turrets.|
|Corruptor Turret||Sprays lethal neurotoxin or corrosive agents at the enemy depending on the target. Do not stand in front of turret when it is doing so.|
|Trailblazer||Trailblazers are robotic drones that are armed with a single MG-60 machine gun. The Trailblazer is also able to deploy into a Relay Post, which grants the IPDI the ability to build Extractors near it.|
|Darter||Darters are aerial reconnaissance drones with enormous sight radii and respectable stealth detection as well. They can switch off their active radar, reducing their sight radius but granting themselves stealth to slip into enemy infested areas. Does not cost supply.|
|Troop Carrier||Troop Carriers are unarmoured amphibious trucks that are capable of carrying two units of infantry across the map at high speed. They are completely unarmed and are vulnerable to all forms of enemy fire. When a Troop Carrier is destroyed, its passengers will escape.|
|Jäger||Equipped with FN-FAL Assault Rifles, Jägers excel at picking off enemy troops at range with well aimed shots. Their weaponry has exception suppression capabilities. Jägers also have single shot Panzerschrecks-IIIs, which are effective against infantry and vehicles. They can be upgraded with SCR-21 Combat Rifles, which increase damage and range at the cost of rate of fire. They can also be upgraded with different weapon systems to suit different purposes.|
|Panzerjäger||Upgraded from Jägers, Panzerjägers are created by purchasing the Matador missile launcher. Panzerjägers are capable of taking on enemy armoured units. They have two different payloads, one is a phosgene warhead that heavily debuffs the enemy unit’s speed and the other is a dumb-fire penetrator warhead that deals high damage.|
|Sturmjäger||Upgraded from Jägers by equipping them with a Lancer. Lancers are heavy assault units packed to the brim with armament. A .50 Browning machine gun offers suppression against infantry, while a quad shotgun mount makes short work of them at close range. The remaining members of the squad have their weapons replaced with carbines, increasing their rate of fire but decreasing their range.|
|Signaler||Signalers boost the sight range of all allied units in an area around it. They can also conduct comms jamming attacks on concentrations of enemy forces, reducing their speed and rate of fire. They also have the ability to capture and repair buildings.|
|Pegasus Artillery||The Pegasus Field Artillery is a relatively inexpensive heavy hitting field artillery gun. While it has poor mobility and is extremely fragile, it makes up with it with its 155mm cannon, available surprisingly early in the game. It can be upgraded with the 21cm Morser for additional alpha damage as well as a brief stun on impact.|
|Sharpshooter||Sharpshooters are equipped with powerful .50 Intervention sniper rifles that are highly effective at terminating enemy infantry. They are capable of lining up an extremely long ranged shot to eliminate a single enemy infantry unit. However, they cannot stealth due to their incredibly heavy munitions system. They can be outfitted with a SR-50EV rifle, which grants them the ability to destroy armored units as well.|
|Field Commander||Armed with a SCR-21 Combat Rifle, Field Commanders have the advantage of stealth when near Infantry. Field Commanders have large sight radii and can detect stealth. They buff the accuracy of nearby troops, as well as artillery pieces firing into their LoS. They can also call for a local coordinated artillery or a localized assault.|
|Vigilante||Upgraded from the Jäger by giving them Target Designation Units. Vigilantes are naturally stealthed, even when moving. They can call in air and artillery strikes with their target designation, allowing them to do immense damage behind enemy lines. However, they lose their rocket launchers in exchange for greater speed.|
|Nightingale||The Nightingale is an autonomous infiltration unit. Armed with a MG-42 machine gun, it is highly effective against infantry. It can temporarily cloak to avoid detection as it approaches its target.|
|Five Tonner||Five Tonners are the primary harvesters employed by the IPDI to extract ore for their cause. Reliable and hardy, they are one of the most important vehicles in the IPDI’s arsenal. In addition they can switch between Harvesting and Resupply roles. Resupply allows it to send supplies from the Operations Center/Supply Depot to frontline troops. When used, Resupply mode grants a temporary buff in damage, rate of fire and other aspects as well as refilling the ammunition of ground units.|
|Panther ACV||Equipped with an 8.8cm Kwk 48 L/56 and a 12.7mm HMG, the Panther ACV is a serious threat. It can also has a target painter to assist allies. However, the Panther has a limited turret traverse of 180 degrees, and cannot shoot targets behind it. It can be upgraded with a 10.5cm Kwk 52 L/68, which grants it the ability to engage main battle tanks as well.|
|Pazifik-Panzer||The Pazifik-panzer is a retired main battle tank from the early days of WWIII. While no longer the tank of choice of the IPDI, it still packs a whooping punch with its 12.8cm cannon. Poorly armoured, the Pazifik-panzer relies on speed and its small profile to scoot around the battlefield and out of harm’s way.|
|Leopard Battle Tank||The Leopard Battle Tank is the main battle tank of the IPDI. The Leopard comes with a 15cm cannon that is extremely effective against all enemy armor units. If required, it can be turned into an absolute monster with the 17cm Kwk 61 upgrade, which enables it to render enemy MBTs inoperable with a single shot. It can also be turned into an artillery piece with a 21 cm Morser upgrade.|
|Starlight Intelligence Vehicle||The Starlight Intelligence Vehicle is the core of any IPDI army. Completely unarmed, the Starlight acts as a forward observation post when deployed, revealing enormous swaths of land around your forces. It is completely immune to sight range debuffs, and will also intercept and decrypt enemy comms, granting you information on commands given by the enemy commander to his units in the area (this will not work on stealthed/undetected units).|
|Retriever AA Tank||A Retriever Tank converted for anti-air duty, it has significant amounts of armour removed in exchange for speed. Equipped with twin Harrion SAM systems, it can target and bring down enemy aircraft even at high altitudes.|
|Scutum Aerial Denial Platform||Equipped with the TKG Skybreaker ABM Launcher and four 5cm flak cannons, the Scutum is the final say in the IPTO's efforts to defend its own air space from enemy attack, though it requires spotters to get the full use out of its very long range, they make a natural pairing with Starlights in particular.|
|Sabretooth Heavy Tank||One of the fastest superheavy tanks in the world, the Sabretooth is very mobile and is able to keep pace with most MBTs. Armed with a 15cm Obliterator cannon and twin sponsoon flamethrowers, it is a danger to enemy tanks, vehicles and infantry alike. It can be upgraded with a 10.5cm gun, twin 50mm AT guns and 2 QF-2 pounders for additional firepower. The Sabretooth can overcharge its reactor temporarily, granting it a speed and rof boost at the cost of range.|
|Harrier Cargo Helicopter||Capable of carrying up to three units of infantry or a single IPDI vehicle and rapidly dropping them off at any target destination, the Harrier is the workhouse of the IPDI logistics unit. It is relatively sturdy, and is also equipped with early warning radar, granting it a large sight radius.|
|Kestrel Fighter||Armed with 40mm flak cannons, the Kestrel is capable of devastating enemy aircraft when it hits. A short burst can obliterate an enemy fighter, and a longer one can bring down even a strategic bomber. While at the airstrip, it can be given an intercept order against a sighted enemy aircraft, allowing it to serve as an interceptor as well. It can be upgraded with the 5cm Flak 41, which turns it into a death machine, but gives it serious ammunition and handling issues.|
|Bluebill Strike Craft||The Ground Attack Bluebill is armed with four air to surface armor piercing missiles. Extremely accurate and lethal, Bluebills make mincemeat of unprotected tanks and vehicles. They can be further upgraded with a 5cm Flak 41 tailgun for self defense as well. The Bluebill can be converted to a naval loadout on any airfield as well if a Drydocks or Airstrip is constructed.|
|Needletail Cruise Missile||A long range guided missile system, the Needletail is able to carry a variety of payloads to its respective targets with extreme precision. The Needletail is very fast and difficult to intercept, and is extremely lethal if employed appropriately|
|Sparrow Gunship||The Sparrow is armed with a 105mm howitzer that is effective against infantry and vehicles, and is capable of suppressing tanks and causing module damage. Having exceptional range for a gunship, it is able to sit within surface AA cover, and is able to duck down to ground level to avoid AA fire, although that will expose it to standard anti ground weapons and render it unable to shoot. The Sparrow can fire incendiary shells to cause a sustained blaze in an area.|
|Bittern Attack Helicopter||A slow and lightly armoured plane, the Bittern is loaded to the brim with long range anti-tank and anti-aircraft missiles. It also has a 20mm cannon for defense against close range infantry and vehicles. Capable of wrecking unprepared armoured columns, the Bittern has a powerful attack, but is extremely vulnerable to retaliation. It can be upgraded with the Splinter Missile system, which gives it devastating firepower at the cost of extremely slow rate of fire.|
|Albatross Strategic Bomber||A stealthed bomber, the Albatross is completely invisible up to the point when it delivers its payload. Loaded full of cluster munitions, the Albatross can lay waste to an entire area. It can also be equipped with a single self-guided powerful bunker busting bomb, which instantly destroys any fortification and deals high damage to units. It is however slower and more vulnerable than other Strategic Bombers.|
|Seeker Patrol Boat||A light unmanned drone, the Seeker is armed with a single 20mm cannon that excels against aquatic infantry. Capable of detecting stealth and sporting an impressive radar system, the Guardian also has a significant sight radius, and acts as a scout for the waves. It can be upgraded with a QF 2-pounder|
|Sentinel Corvette||Equipped with two 20mm CIWS gatling guns and twin Harrion SAM systems, the Sentinel is a hazard for anything with wings. It can be further upgraded with the 5cm Flak 41 for even more anti air firepower (along with limited anti sea capabilities).|
|Triumph Monitor||A small and fast vessel, it is armed with a twin 12" naval gun turret that is effective against all naval ships. It can be upgraded with a single 18" main gun that allows it to pose a threat to even capital ships.|
|Whirlwind Frigate||A dedicated unmanned escort vessel, Whirlwinds are equipped with two Seasparrow AA missile launchers and numerous assorted light cannons for AA suppression. They are also equipped with hedgehog depth charges launchers and active sonar for use against enemy submarines. They can be further upgraded with two 5cm Flak 41s.|
|Endeavor Submarine||A fragile vessel, the Endeavor makes up for its cost and lack of armour with the ability to fire its powerful dumb fire torpedoes without surfacing. Highly effective against slow moving or stationary targets, they can quickly bring a fleet to its knees if left unchecked. Beware, the torpedoes do not distinguish between friend and foe.|
|Challenger Cruiser||For situations that don't quite call for a Fearless, the Challenger is available. With an impressive armament of powerful anti-ship missiles and a pair of rapid fire 6 inch guns and CIWS brace, the Challenger doesn't seem to be much as most of its missiles are hidden inside, but its ability to snipe other warships is formidable, especially when it has a special scrambler missile up its sleeve able to briefly short out secondary weapons, which can allow for smaller combatants to do their work.|
|Endurance Landship||The ultimate naval transport, the Endurance is extremely slow, but incredibly well armoured. It can carry 5 vehicles and 10 infantry units simultaneously. It also has limited amphibious capabilities and can go on land, albeit extremely slowly. Naturally, ramming with this ship deals immense damage and instantly crushes most vehicles. However, it is otherwise unarmed. Slowly repairs itself over time.|
|Fearless Battleship||A powerful naval vessel, the Fearless battleship is equipped with nine 20” naval guns. While lacking in range for bombardment purposes, the Fearless easily outbrawls most other naval vessels. It is also equipped with four 30mm CIWS systems and two Harrion SAM batteries. It can be upgraded 6 times with 12.8cm Kwk L/56 guns as secondary turrets and 6 times with 5cm Flak 41 guns. It can also be upgraded with the infamous 31” bridge gun, which devastates anything and everything it hits, provided it hits.|
|Indomitable Carrier||Equipped with a similar loadout as the other Alliance carriers, the Indomitable is capable of supporting several wings of stealth drones. It can also support up to four land based aircraft (Albatrosses count as two slots). While lacking in armor and the completely overkill levels of torpedo tubes that her fellow Alliance carriers have, the Indomitable is capable of cloaking to avoid detection and has superior early warning radar.|
|Protector Submarine||The IGN Protector is truly a force to be reckoned with. Its dumb fire torpedoes can sink light vessels instantly and can be fired from artillery range. Against tougher targets, it can surface to fire up to 200 cruise missiles simultaneously. However, it is very fragile and easy to sink should it become isolated from the fleet. Only 1 can ever be built.|
Commandos and Epic Unit
|Broken Arrow||Broken Arrow's weapon of choice is a target designator that enables her to call down a variety of fire support options to smite her foes. She is capable of inflicting the most upfront and widespread destruction of any commando. She can also recover wounded and recently deceased soldiers, sending them back to the reserves as resources for the war effort. However, she is only equipped with a pistol and rapier for self defense, and is very lackluster in actual combat.|
|Melisa||Melisa is an elite IPTO recon sharpshooter. Forgoing the oversized SV-50E that is standard among most Sharpshooters, she instead opts for a lighter, more conventional scoped SCR-21 rifle. She is deadly against infantry, although her true strength lies in her unparalleled mobility and stealth. Capable of scaling cliffs and swimming, she can easily sneak into the enemy base and sabotage enemy installations. If desired, she can also capture enemy buildings remotely, although the process takes much longer than sabotage, and leaves her vulnerable.|
|Cavalry||The five man crew of Harrier DE327, callsign "Cavalry" have made a name for themselves as one of the best and bravest Harrier crews in service. Carrying a hefty supply of medical supplies and a pair of repair drones, Cavalry is capable of keeping nearby IPTO troops in shape. They are also equipped with four nose mounted MG49s, capable of outputting incredible suppressive fire, as well as smoke rocket pods to shield allied troops from fire. Their most definitive trait however, is the ability to recover and return ANY wreck back to full working condition, of both friendly and enemy vehicles and tanks, although you do need to pay a small fee to recruit a new crew.|
|Hunter||The Hunter is a prototypical attack drone used by the IPTO in conjunction with other forces. Following IPTO hunter seeker doctrine, the Hunter itself is not very potent, and in fact, is entirely unable to fire its weapons. However, when an enemy unit is designated by a target designator, the Hunter's "Reaper" missiles are able to get a target lock. They have long range and are a guaranteed one shot kill on any target that is not a building or epic unit, although they have a relatively slow rate of fire. The Hunter can also fire a neurotoxin warhead at any designated target or area, instantly slaying infantry and debuffing vehicles in a moderate region.|
|Avina||Avina is an AI with an affinity for air combat. Piloting a conventional Kestrel, Avina is able to make split second decisions that no human can possibly make. While her weaponry and chassis is no different from a typical Kestrel, Avina is able to near instantly target any enemy aircraft with the 40mm cannons, and make hard turns that would cause a normal human pilot to black out. In addition, Avina is able to assist and take control of nearby allied IPTO aircraft, allowing them to fight on for several seconds even after taking fatal damage. Similar to Kestrels, she also has the RTB and intercept abilities.|
|Leopard 205||The ace crew of Leopard 205 is a veteran of WWIII. Instead of the conventional VI gunner found in most Leopards, an AI takes over the responsibility. While Leopard 205 has an identical gun and chassis to factory Leopards, the elite crew boasts superior view range, firing range, targeting speed, accuracy, and fire rate. This makes the Leopard 205 an extremely dangerous foe, capable of hitting even light vehicles with the 17cm gun while on the move. The Leopard 205 is also equipped with smoke grenade launchers, an additional MG49 for dealing with infantry up close, a repair kit and a target designator.|
|Kaiser Malevolence||In an age where having the biggest gun is a competition, its hard to exceed the Panzerfeldhaubitze 10,000 Kaiser Malevolence and its 150cm L/72 main gun. However, the Kaiser is incredibly fragile and easily destroyed.|
Main Article IPTO Weaponry Upgrades