Majapahit Dictatorship

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Majapahit Dictatorship
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Majapahit Dictatorship Seal
General
Playstyle Towable Artillery, Gas
Faction Colour Dark Cyan
Type Blue Alert Echoes Faction
Dev. Status Conceptual

At A Glance

Faction Color Dark Cyan
Playstyle Towed Artillery, Gas Attacks
Theatre of Operations
Strengths
Weaknesses
Motives

Background

Gameplay Mechanics

The Construction Yard

The Majapahit Dictatorship is heavily based on customization and choice to embrace open-minded commanders and allow them their tactical preferences. The center of a base is the Majapahit Construction Yard, which works like other Construction Yards in that it can retract into a MCV. The Construction Yard produces all structures, defense nodes and defense upgrades.

Other Structures

Structures are build on the field from the Construction Yard or a Crane. Both provide build radius, while other structures do not do this (except deployed Expansion units). Cranes have less health than Construction Yards but are cheaper and faster available. They do require an Ore Refinery themselves however.

Tier System

Standard units (Tier 1) are always available. Tier 2 is an upgrade for Construction Yards and Construction Cranes. Tier 3 requires additionally the Embassy, and strategy units require selected strategies in the Strategy Command, not the building itself, however.

Defense Nodes

Defense Nodes are amphibious vehicles with the ability to dig into a position to increase their defense value. They are, however, unarmed until they receive an upgrade weapon from the Construction Yard via signal. The weapon upgrade costs money and removes the Node's ability to pack up again, depending on the weapon it may or may not gain a new ability however.

Upgrades

Upgrades come in different variants:

  • Tier Upgrades enhance Construction Yards and Cranes in the way the Allied Nations upgrade structures, but only once, not twice.
  • Strategy Upgrades are permanent upgrades from the Strategy Command and allow the research and construction of new equipment. Out of the 4 strategies, firepower (Expert Gunner), defense (Hold The Line), speed (Evasive Maneuvers) and special (Unique Resort), only two are available however.
  • Unit Upgrades are produced in tech buildings, they require strategy upgrades and enhance units depending on what they are in terms of stats.
  • Weapon Upgrades are constructed like Defenses and placed on Defense Nodes.

Strategy-specific Units

Each building houses up to two new units via the selected strategies. When a strategy is selected in the ((Strategy Command)), the units belonging to the strategy appear in the construction list.

Microfilament Armor

One of the advances in technology is this organic-based armor. All non-infantry units in the Majapahit Dictatorship outfitted with this armor and permanently heal themselves when not under fire. The effect can be increased with Specialists.


Units & Buildings

Structures

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Construction Yard The Majapahit Construction Yard builds tier upgrades to allow higher units to be constructed, and builds all structures, defense nodes and defense upgrades. It can be retracted into a MCV at will.
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Beryllium Power Plant Beryllium Power Plants serve as the energy source for Majapahit bases. Amphibious as most structures, they can also be upgraded with Mercury Batteries to increase their output. Upon destruction however they leave slowly decaying toxic substances behind, which worsens with the upgraded output.
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Infantry Camp The infantry camp, as the name says, trains all infantry units of the Majapahit. It is sturdily build to withstand quite some damage.
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Ore Refinery Functionally the same as other Refineries and releases one Refiner upon construction.
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War Facility The War Facility produces all vehicles of the Majapahit Dictatorship. Its drones are also capable of repairing damaged vehicles to top shape again.
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Aviation Plant The Aviation Plant constructs the Majapahit airforce. It can hold and repair up to two aircraft.
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Ship Port The Ship Port or simply Port constructs and repairs the naval fleet of the Majapahit Dictatorship
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Embassy The Embassy is a tech building and, in a way, a spy center. Here, ambassadors from other factions reside, technologies are contracted and foreign funds are received.
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Strategy Command The Strategy Command is the structure, true to its name, where the strategies are developed. It doubles as the defensive superweapon for the Majapaht Dictatorship and is the only structure which can unlock only a limited amount of its protocols, but those get, along with the strategies, unlocked for free.
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Beryllium Scatter Missile This ((Offensive Superweapon)) uses as a splinter warhead to devastate a large area. Weaker than common superweapons, it has a shorter cooldown and leaves a toxic field behind, lethal to all ground vehicles to varying degrees and deadly to infantry.
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Expansion Post The deployed version of the Karana, the Expansion Post can get all common upgrades other structures get too, but unlike, say, the deployed Prospector, it cannot build the tier upgrade. Instead, it is armed with two machine guns and acts as an entrance to a tunnel network, allowing instant travel for Pahit units.
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Construction Crane Construction Cranes serve as alternatives to Construction Yards. They have less health and can neither retract nor deploy Defense Nodes nor construct defense upgrades, but provide build radius, are cheaper, can construct all structures except other Cranes and also can develop tier upgrades. Having a crane as a back-up structure for the tier upgrade and initial expansion is essential.

Defenses

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Blockade Simple stone walls in the likeliness of ancient walls, raised up to block infantry and light vehicles. Tanks can drive them over.
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Blockade Gate Blockade Gates fit neatly into their wall parts and can be triggered to either open or close.
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Defense Node Defense Nodes are amphibious deployer vehicles. In constant contact with the Construction Yard, they seize a position and can gain a weapon upgrade, though doing so makes them unable to retract into vehicle form again. They are frail and should not be send into unexplored territory alone.
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Machine Gun Upgrade Two independent anti-infantry machinegun mounts, cheap and with a high rate of fire. They can focus fire on one target or on different ones.
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Cannon Upgrade An anti-ground cannon mount usable vs light and medium armored vehicles. It has a good rate of fire, medium damage but no area of damage. It is best used vs faster units.
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RPG Upgrade The inverse of the cannon. This grenade launcher has high damage and a good area effect, but the rate of fire is horrible. Its best use is vs small unit groups.
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Gatling Upgrade An anti-air only upgrade. Gatlings can use a rate of fire boost by spinning their barrels faster, saturating the air with bullets, but quickly suffer self-damage. This can be slowed down with repair, but the damage per second is higher and thus the ability should be turned off if possible.
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Sensoric Upgrade The only unarmed upgrade, sensoric upgrades have a huge sight range and stealth detection capabilities. They are also able to scan the area around them with an impulse to reveal everything the normal detection method did not find because of its limited range, but this makes the sensoric upgrade a good target itself as well.
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Disruption Upgrade Those weapons fire impact shells which let enemy vehicles explode into wonderful fireballs of dangerous molten metal, which damage everything in their vicinity. This is also the only upgrade requiring a strategy, to be precise ((Hold the Line)).
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Mine Field As the name says, a mine field designed to take out enemy units. Those mines are anti-vehicle, as infantry are too light to trigger them, and only react to enemy vehicles, but not friendlies. It's useful to lead enemy armor into a well prepared trap. Constructed by camping ((Field Engineer))s.
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Steel Hedgehog Steel Hedgehogs are simple metal constructs designed to block out vehicles, some barbed wire added to them also prevents infantry. They are build one at a time, but are hard to hit and thus have quite some health. Any vehicle trying to drive over them will suffer a slowdown for some time afterward. Unlike other defenses, they are constructed by camping ((Field Engineer))s.

Upgrades

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Missile Racks Shepherds gain AA missiles. Requires ((Expert Gunners)).
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Impactors Typhoons, Bakohs and Basilisks use Impact Weaponry, increasing their damage and efficiency overall. Requires ((Expert Gunners)).
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Advanced Structure Armor Structures gain armor plates, increasing their defense by 25%. Requires ((Hold the Line)).
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Armor Vests Infantry gain better vests, protecting them 15% better against all types of damage, except that of snipers. Requires ((Hold the Line)).
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Additional Bunker Space All Pahit bunkers/transports can take an additional infantry. Requires ((Hold the Line)).
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Updated Engines The MCV, Karanas, Ascalons, Typhoons and Argas gain 15% more speed. Requires ((Evasive Maneuvers)).
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Modernized Firearms Border Guards, Scorchers, Defenders and Searchers gain 20% better rate of fire and range. Requires ((Evasive Maneuvers)).
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Bunker Holes All structures leave a bunker hole behind when destroyed, which rebuilds the structure for free when not attacked for enough time. Requires Unique Resort.
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Nervegas Weapons Mercury Artilleries and Pitohuis create bigger poison fields which kill infantry inside of vehicles instead of damaging them.

Infantry

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Clouded Leopard Medium-sized wild cats native to the biggest islands of southeast Asia. Those felines have been trained to remain silent when preying on unsuspecting enemy units and use swift movements to kill infantry and other scouts. Their keen senses reveal hidden foes and they themselves can use the environment to hide from the enemy - completely - although this also renders them unable to move or attack and cannot be used on water, but gives them a short speed boost for ambushes. They are also great swimmers.
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Border Guard Anti-infantry soldiers equipped with TU-57 Coste assault rifles. These men and women wear lightweight bulletproof armor and received extensive training for usage at land and water. They can also be ordered to upgrade themselves to ((Scorcher))s via their ability, but this costs money and takes away their amphibious movement.
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Scorcher Upgraded Border Guard with medium-sized mortars. Those soldiers act as infantry-based artillery, and although their equipment slows them down and has no great range, they are well armored. For self-defense, they can switch to their machine guns.
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Defender Heavier armed infantry than the Border Guard, Defenders are using heavy machine guns. These women are capable of raising up sandsack walls to increase their defense and take out anti-ground and anti-air missile launchers, but remain crushable and cannot move when deployed.
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Specialist Specialists act as conventional engineer-like infantry and can repair and capture structures and they are amphibious as well. These women can be ordered to launch a small surveillance drone, which reveals shroud and goes off in an EMP explosion on order.
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Searcher Sniper infantry. Those men are highly trained in their action radius and stealth, though firing their rifles might reveal their positions. With their binoculars, they can spot for other units.
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Diver An unusual infantry, the amphibious Divers use harpoons against enemy infantry and can submerge in water to become unattackable by conventional means, although they become vulnerable against anti-sub weapons. They are a lot faster than other infantry and act as infiltrators.
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Crusher A slow, well armored exosuit unit, the Crusher is armed with a Gatling cannon and an impact gun, but needs to deploy to use the latter weapon and cannot use the gatling in this state. The Crusher is also too big to fit into transports or buildings. It requires ((Expert Gunners)).
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Field Engineer Those women are nothing like conventional engineers. Armed with SMGs for self-defense, they "deploy" into tent mode and can construct small defenses like hedgehogs or mines. In tent mode, they can heal other infantry as well, but they are not amphibious, and require Hold the Line.
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Reaper Hovering (thus amphibious) infantry good for hit'n'run tactics. Those guys are armed with impact weapons against vehicular targets and can activate their after burners to fly for about 10 seconds, but need to cooldown afterward. They require ((Evasive Maneuvers)).
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Blue Beret Demolition experts with timed explosives and usually stealth. Also experts in hand to hand combat, they can run towards foes and stab them to death without getting revealed, though to not attract suspicion they only do that sparingly. With their special training, they can also hijack enemy vehicles, but are otherwise unarmed. They require Unique Resort.
Zhangmei This girl from the Singaporean fortress knows the arts of defense like barely anyone else and also is an expert swimmer. Capable of melee combat with her sword and stylized anti-material rifle, Zhangmei can fight against infantry and vehicles on any range and theater of war. Her ability calls in a sophisticated defense drone howering near her, which provides both a regenerative energy shield and draws all fire onto itself. The drone is, however, slower than Zhangmei is and has rather low armour. She requires an Embassy and Tier 2.

Vehicles

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MCV The MCV of the Majapahit Dictatorship works like those of other factions. Slow, well armored and amphibious, it can deploy into a Construction Yard on even ground or water.
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Refiner Refiners are the Majapahit Ore Collectors. Speed and armor being about the same as other collectors, they can burn the Ore they are carrying to manage an escape from enemy units, who will fire blindly into the smoke the Refiner is leaving behind.
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Karana Exploration Vehicle Karana are armored, amphibious but otherwise unarmed vehicles equipped with tools needed for expansion. They are used to claim far away regions of maps which cannot be reached normally or at least only much slower. Once reaching their designation, they deploy into Expansion Posts.
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Shepherd Scout Vehicle A small buggy, the Shepherd is only moderately armored but rather fast, with a high sight range and a small mortar for anti-ground work. It can change to a machine gun which is less effective vs vehicles but useful against small groups of infantry.
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Ascalon Anti-Air This amphibious anti-air vehicle makes short work of any aircraft intruding its zone with its gatling weapon. It can also drop an anti-infantry mine field behind itself, and those mines swim as well.
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Typhoon MBT The workhorse of a Majapahit army, the Typhoon is an amphibious, well armored tank with an 120mm cannon best used against other vehicles. It can use a trench dragger to make trenches for infantry to hide in. Those trenches also block most vehicles, but can be destroyed, somehow.
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Mercury Artillery A basic artillery cannon, the Mercury does what it says - fire mercury-tipped shells towards the enemy. Those shells are especially lethal for infantry and light vehicles. The Mercury Artillery has to deploy to use its weapon.
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Bakoh Tank A medium-large vehicle designed for attack, the Bakoh houses two infantry squads who can fire out of fireports, while the main cannon holds off enemy armor. It is not big enough to crush other tanks, however. The Bakoh requires ((Expert Gunners)).
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Arga Defense Vehicle A big, slow vehicle which deploys into a an armed repair station, but can pack up at will. With good armor, three repair drones, a machine gun and a tank turret, the Arga soaks up damage from units falling back from the enemy. It requires ((Hold the Line)).
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Gundala Speeder An unusual late-game vehicle, the Gundala is a speeder more akin to a low-build buggy with an Impact Cannon with higher-than-average range. The Gundala is also capable of dropping beacons, which are stealth and reveal shroud, but are unarmed. It requires ((Evasive Maneuvers)).
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Wayang Stealth Tank Invisible to the naked eye, the Wayang Stealth Tank is silent and undetectable, until it fires a volley of toxinous grenades. Those grenades are capable of clearing garrisons. For the sake of retreat the Wayang can fire toxinous substances around itself which slow down and damage enemies, while the Wayang itself is unaffected. It requires Unique Resort.

Aircraft

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Raven Fighter A nimble fighter yet, the Raven acts as the anti-air airplane of the Majapahit Dictatorship. It uses afterburners to quickly return to base.
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Black Crow Bomber A light anti-ground bomber, the Black Crow makes short work of any enemy armor, but it is near useless versus structures.
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Matahari Tactical Bomber A big bomber plane, the Matahari can rain down doom on enemy bases with its huge payload of bombs, while it fends off enemy fighters with its tail gun, if only barely because its rather weak. It requires Expert Gunners.
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Tresna Logistics Support The Tresna is a big, slow and well armored unit floating above the battlefield. It supports units by buffing their offensive capabilities and detecting stealth units, but is otherwise only lightly armed to defend against aerial foes. A Tresna can, for the cost of a little fee, drop a Relay Node, which is similar in function to a Defense Node, except a Relay Node is immobile. The Tresna requires ((Hold the Line)).
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Pitohui Assault Bomber The Pitohui is made for quick attacks on unsuspecting enemies. Trading off armor for speed, this airplane swoops in, drops a bomb of deadly chemicals and rushes out before taken under fire. The Pitohui requires Evasive Maneuvers.
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Garuda Experimental Plane A highly unusual airplane, the lightly armed Garuda can defend vs aerial and ground targets alike. Of interesting note is the Garuda utilizes a complex conversion system to go down anywhere, land or sea, and essentially become an artillery turret. While range and rate of fire are not among the best, a stationary Garuda packs quite a punch. It can, of course, repack and fly away as well. It requires Unique Resort.

Watercraft

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Combat Alligator Battle-trained alligators with enhanced reflexes and a mean bite. Those guys are amphibious, but on land they only move a fraction of the speed they have in water. Its ability allows a quick self-heal to up to 75% of its maximum health.
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Blue Whale Transport The Blue Whale is a big transport ship, designed to take a beating while it transports up to 8 infantry of 2 vehicles ashore to unload them. While naval only, it uses a chemical dispenser to fend off animal scouts in the water.
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Swordfish Torpedo Sub This submarine works in a similar fashion to the Akula Subs used by the Soviets. It can overcharge the engines for a speed boost, but afterward it has to stand still to prevent self-damaging for some time. It will still be able to turn, however.
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Whiteshark AAA Ship Whitesharks are fast and agile ships with the purpose of downing enemy airforce, and with their several weapon systems, they do this job surprisingly well. They can switch between gatling weapons good versus multiple weaker foes, or missile systems useful against slow and armored enemies.
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Basilisk Cruiser The Basilisk is designed for ship-to-ship combat with its main cannon, but it can also throw bombs around it into the water to fight submarines.
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Bharata Heavy Cruiser A heavy but slow cruiser, the Bharata fires a volley of high-explosive shells towards the enemy base. It can switch between unguided long-range fire and shorter-ranged precision fire. It requires ((Expert Gunners)).
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Mahkota Defense Platform The Mahkota, slow and well armored, is normally armed with a basic cannon, but the unit has another trick, as it can be loaded with one of several add-ons, either a bunker with fireports for an infantry squad infantry, a repair module which also acts as a communications relay to give surrounding units a firepower buff or an additional cannon and a missile rack. Its secondary depends on the load-out. It requires Hold the Line.
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Sirna Hovercraft A fast, amphibious hovercraft, the Sirna is armed with an experimental shattergun, usable to fire through multiple units in a row, but its weak armor hinders it from usage against singular strong foes. Two or more Sirna can span nets underwater to block enemies from passing through. It requires Evasive Maneuvers.
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Memedi Missile Sub A barely detectable submarine, the Memedi comes out of the water and shoots a mid-range ballistic missile towards the target area, then submerges quickly again. The Memedi is also able to generate a whirlpool around itself, which damages all ships and subs in a moderate radius. It requires Unique Resort.

Protocols

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Espionage Tactical knowledge reveals a moderate amount of shroud on a choosen spot.
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Corrode Strike Weaken the armor of enemy units and structures with this long-ranged attack before moving in. The upgrade increases the AoE and duration of the strike.
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Shockwave Bombardement An order to all off-shore ships to fire guided shells onto an area. Those shells inflict damage to everything on the ground to varying degrees, and shut down vehicles for some time. The upgrade increases the area and shut-down time.
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Advanced Scanners Units in the area are out-fitted with modern stealth scanner devices.
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Napalm Bombing Call in a bombing run to saturate an area with Napalm, which will create a devastating firestorm. The upgrade increases the amount of bombs by 50%.
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Turret Drop Build a turret on a chosen location. This turret is multifunctional and needs no energy to work. Requires choosing ((Expert Gunners)) on the Strategy Command to be used.
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Digging In All units in the area are slowed down, but gain firing range and armour. Requires choosing ((Hold the Line)) on the Strategy Command to be used.
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Veteran Training All friendly production structures across the map produce veteran units for the next minute. Requires choosing ((Evasive Maneuvers)) on the Strategy Command to be used.
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Clone A single unit, infantry, vehicle or ship, is selected and a second version of this unit appears next to it, with low health. The clone is otherwise functionally identical to the original. It requires choosing ((Unique Resort)) on the Strategy Command to be used.
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Broken Guns Select a small group of enemy vehicles. Those vehicles turn out to have ammunition problems and fire only with half their usual speed. The upgrade increases the duration of the power and reduces the targets RoF to 25%.