Majestica Inclusive

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Majestica Inclusive Enterprises
Playstyle Saturated Fire
Faction Colour Reflective Gold
Type Quantum Faction
Dev. Status Conceptual

"I wanna be evil, I wanna spit tacks,
"I wanna be evil, and cheat at jacks,
"I wanna be wicked, I wanna tell lies,
"I wanna be mean, and throw mud pies"

-"I want to be Evil" by Eartha Kitt

The Majestica Inclusive, more commonly referred to as the Majesticas or the Inclusive, is a fan-faction being created by Crj400 and GaryGibbon. Jason Zombolt was in charge, but he cracked and ran for the hills!

At a Glance

Faction Color Reflective Gold
Playstyle Saturated Fire
Theatre of Operations Up close
Strengths Healing gives cash; High rate of fire; Robust economy; Useful add-on options
Weaknesses Slow ships; Large minimum range for artillery; Add-ons are needed for T3; Few repair options and low DPS
Motives Control, Security, Peace
Basic Look

Diplomatic Relations


Outside the Majestica Inclusive, little is known about Prometheus as a person. Reports vary wildly about his real name, age, ethnicity, and gender. However, those who know more know thus. Prometheus was born in England, in 1922. His parents were wealthy, and had enough money to provide him with a world class education and keep him safe during the rise of Ultimism in the countries of the newfound Alliance. However, this was not the greatest influence on him as a person, for both of his parents shared one thing: paranoia. When not at boarding school, Prometheus was raised on conspiracy theories, wild speculation and urban legends. The Tungska event, caused by Tesla's death ray. The ancient Bavarian Illuminati, still living strong in secret. The rise of Communism and Ultimism? The work of the mysteriously vanished Einstein. An Alien invasion, infiltrating and guiding society. Prometheus soon began to see conspiracy and outside manipulation in everything and everyone he met, no matter how impossible. The people he met on the street, no matter how inconspicuous, could be MIB, alien reptiles, insane cultists. And he was determined to solve this.

In his teenage years, Prometheus set up his own radio station, to call the populace into revolt against their shadowy overlords. It was then that he took his name, to protect himself and those around him from retaliation. Such retaliation would have been harsh and brutal in Leese's Britain as the "Ultimate Executive" had very little patience for people babbling nonsense and worse yet calling for a revolt. Being made to disappear was something highly common in the Alliance for significantly less egregious offenses against the Alliance's totalitarian rule. For years, he broadcast in secret, gaining an audience of loyal listeners. But as time passed he came to realize: no-one was fighting back. The people, like sheep, had been cowed into submission and brainwashed with misinformation. They would never fight back. There was only one person he knew who had the knowledge, skills, and will to fight back: himself. And he would fight them on new terms.

Shortly after finishing university with honours, Prometheus inherited his entire family's fortune after their mysterious death (they had been investigating whether the Serbian and Italian black hands had any connection to an ancient scorpion cult). With this money, a network of loyal followers, and his business expertise, he fled from the territories of the Alliance to the reclusive territories of the Greater Co-Prosperity sphere. He was aware that nowhere in the Alliance was safe, not in Europe, not in Atlantis, not in Integralist South America, not in the dragon empire of Mu, not in Canada, not in the Asian, Lemurian, Muvese, and African colonies, not in Oceania or anywhere else. His ambitions to start up a private military company drew great ire from the Nova Roma Syndicate to add to his list of enemies. The UAC wanted his head; believing him to be a communist plant, the Syndicate wanted to lodge an icepick into his skull, and Epsilon was looking to pick into his brain with their literal thought police.

The Communist International was not an option either, at best he could form a collective enterprise, but he was sure that such a democratic business would expose him to infiltration. He was also certain that their common planning apparatuses and their revolutionary democracies were instruments of his shadow enemies as well. So he made an unusual choice for a defector from the Alliance, he went to the secluded Greater Co-Prosperity sphere. Having learned the languages spoken in the Solar Empire, the Pan-African League, and the Guardians of Monarchy, he made an offer that piqued the interest of the Sphere's leaders. He would offer many juicy state and technological secrets as well as a corporate conglomerate to compete with and ward off the influence of the companies that formed the Syndicate.

This offer would be accepted and he would be welcomed into them. In the territories of the Solar Empire's vast indopacific expanses he formed his own company, Zone Break Industries. Many islands under the patrimony of his benefactors would be leased to his company for the use of his new company as he saw fit, to develop and expand. Soon enough, he would have branches set up in Africa and the fantastical airships of the Guardians, getting his foot in the door in places that the Syndicate was unable to penetrate. The idea was simple: Zone Break Industries would be a massive security company, in public keeping large corporations and people safe, while in secret searching for proof, any shred of evidence, that would unravel the hidden, world-spanning conspiracies.

The Blind Eye of the Gods

Within a few years, Zone Break Industries had become a massive success. Despite what were, by then, Prometheus' well known eccentricities, he was an incredible businessman, and Zone Break Industries genuinely did a good, thorough job guarding areas they were hired to protect. Zone Break Industries became even more successful when the Co-Prosperity Sphere decided to make Zone Break Industries the (unofficial) security installation company for low-level Sphere facilities. During the Sphere's cynical alliance with the Comintern against the Allies, his company made a name for itself repelling a number of Alliance and Syndicate attacks against facilities under its care or even helping out with a number of offensives. While many critics point out that this was simply because Zone Break Industries had the patronage of the members of the Co-Prosperity Sphere, it has been pointed out that the job done by Zone Break Industries has been more than adequate, with minimal and infrequent security breaches.

But hidden from the public, there was another side to Zone Break Industries. A team of 'investigators', mostly composed of Prometheus' radio broadcasts, worked. This group had two jobs: first, to track down the secrets being hidden from the public, and second, to recruit the best and brightest that had not been tainted by the paranoia of the week. For you see, it was now that Prometheus had his vision: the world had been corrupted, twisted to its core by time travellers, mind control drugs in the water, alien broadcasts. Prometheus decided to collect together all the great minds and skilled persons that had yet to be corrupted, and form a resistance. These 'Majesticas of Mankind' would form an inclusive group, to take back control of mankind, and lead it to the greatness it had been denied by its twisted overlords. But nowhere on Earth would be safe: there was only one place beyond the reach of any manipulation or infiltration. Space.

Due to the low number of people who could possibly pass Prometheus' paranoid standards for permission into his inclusive (watching the official news alone was considered a 'significant point against inclusion'), he had to turn a blind eye to character flaws. While a few of his members genuinely believed in Prometheus' vision, Prometheus himself seemed unable to understand that many of his members were sociopathic, or worse. Any severe breaches in conduct, he reasoned away: it was an attack against a broken system controlled by shadowy outside figures, and weakened their grip on mankind. How could this be considered wrong? As the actions of his inclusive became worse, Prometheus seemed to become more and more willing to explain away their actions, and defend their members.

To make things worse, Prometheus could not regulate the entire inclusive himself, and so split control of different areas between his most trusted members. This so-called 'Majestic Six' began to recruit their own members as a fighting force, seized control of land through underhanded means, and began to develop their own new technologies. Slowly, the 'Majesticas of Mankind' became a force of their own. Fed by the fat checkbooks of their patrons, they expanded their operations and with the experienced gained form the second world war, they designed a world class fighting force. A force that was sliding more and more into villainy by the day. Sliding into something even worse, maybe: supervillainy.

The Majestica Inclusive was born.

Gameplay Style and Development

The Inclusive focuses on two main traits above all else. One is to stay alive, as their numbers are remarkably small, and the second is to launch so much lead that their numbers look 10 times larger.

Build Mechanic

Majestica buildings are built from the MCV, and are produced internally. Defences are made at wind beacons that have the defence add-on, and are built outside. To access tier three tech, you need to have an add on for the Chobham Garage or the Steel Harbour.

Power Mechanic

The Inclusive uses mobile power station to harness the wind. These have to unpack in order to provide power. Note that when the Wind Beacons turn into defences, they don't provide power or tech.

Tier Mechanic

The Majestica tier mechanic is based on the power in build area, as higher-tier buildings need more power. This means that you can bring along extra Power Vans to boost an expansion to higher tiers, although this means that you have to protect your Power Vans. <Will work on in a bit.>


GEM Crystal Circuits

(Germanium Expand Method) Using the impurities found in gems, the Majesticas have created a competitor to the Syndicate's silicone-based integrated circuits. They use carved channels of gems as semiconductors to power many of their higher-tier items. In smaller amounts, these circuits are used in many things including weapons.

Electro-Fired Ammunition

Using GEM circuits, an electric pulse can be sent to a caseless shell of ammunition. This makes many of the mechanics in modern firearms obsolete, and allows for the "stacking" of ammunition in the barrel. With this new kind of weapon, Majestica units can fire up over hundreds of rounds more than the fastest machine gun in a smaller time frame.

Ionic Technology

The backbone of the Majestica war engine, ions are used in almost everything, from power sources, to engines, even in weapons.

HAEG Satellite Network

An original design of the Inclusive High Altitude Energy Gathering Satellite Network allows for the transmission of energy in focused microwaves. This is then used in energy weapons and high-output power plants.

Units & Structures


Andromeda Station Supports Majestica activity in the area, allowing you to build Majestica buildings and death traps.
Ion Pylon This Pylon is filled with ionic gel, and produces a steady stream of power for your war effort!
Jewellery Refinery of the Majesticas. Turns ugly ore into beautiful weapons of evil.
Orion Garrison The Orion Garrison can train infantry in relative safety even on the battlefield.
Auriga Garage Can put together Majestica vehicles for the battlefield, and repair them with repair ionocraft afterward.
Aquila Runway Creates Majestica aircraft, and can hold and support up to 4 aircraft at a time.
Noctua Fabricator Creates the Majestica's famed ionicraft, allowing you to blanket the skies in 'undefined fantastic aircraft'.
Carina Harbour Builds the most advanced ships the Majesticas can field, keeping the waters 'safe'.
Alietum Hub Producing the dreadful epic unit of the Inclusive as well as recruiting its six deadly commandos, the Alietum Hub signals the readiness of the Inclusive to begin the final stage of a skirmish.
Security Forces HQ The Annihilation Branch allows access to destructive, frontline units to give the Majesticas some well-needed punch. It also allows you to call in reinforcements to supplement your army.

Defensive Superweapon: Wide scale sabotage and EMPs shut off all non-Majestica units in an area.

Diplomatic Assets HQ A holding place for all the Majestica's sneaky, devious, or just plain cruel tricks. The Subversion Branch allows access to tricky, disruptive units to harrass the enemy. It also allows you to research sabotages to disrupt your enemy's forces.

Defensive Superweapon: Slight ionization of the air disrupts radar's function, shutting it off for an enemy.

Thunderball Artillery Platform What happens if you build an artillery platform the size of a building, and let it fire more shells than you can count? This gigantic artillery piece can fire dozens of electric-fired shells filled with ionic gel at an area, filling it with nothing but sparking, molten scrap. Offensive Superweapon

Death Traps

Gilden Walls How can you make your evil plans when those fools keep meddling in your base? Answer: walls!
Gilden Gates Let your forces in and out of your base without the entry of 'outside inconveniences'.
Gunner Hub The Majestica's support wall is a stealthed wall hub, which produces invisible 'tripwires' between itself and other Gunner Hubs. Should an enemy unit cross this tripwire, the Gunner Hubs will begin firing wildly at all nearby units, friend or foe for two seconds. Be careful, they are quite fragile!
Slicer Turret The only 'normal base defence', the Slicer fires massive quantities of ammunition at the enemy incredibly quickly, making it ideal for dealing with infantry or aircraft. It will flounder if used against anything else, however.
Poison Oak The Poison Oak is a machinegun nest designed to look like a tree: it is hidden until enemies pass nearby, when it rips into them! Effective against infantry.
Explosive Hive This base defence periodically produces spider bombs (for a maximum of 5). When an enemy vehicle comes into range, the spider bombs scuttle to detonate them. Secondary instantly creates a spider bomb, for a small fee.
Skykiller Cannon The Skykiller is an anti-air turret, designed to knock aircraft out of the sky with ion bursts. If enemies get too close for comfort, it can release a burst of knockout gas, stunning infantry.
Cleaver Turret The Cleaver Turret uses specially designed armour-piercing rounds, fired at incredibly high speed. This makes it decent at dealing with light to medium vehicles. What's more, it looks IDENTICAL to a Slicer Turret to keep the enemy guessing.
Dominator Emplacement Acting as the Majestica's 'ultimate turret', the Dominator is stealthed at all time when not firing. As well as this, it performs decently against all surface targets, although it does less damage than the 'ultimate turrets' of other factions.
Stormshard Emplacement The Stormshard Emplacement acts as the Majestica's stationary artillery. Its shells are far less damaging and even more inaccurate than normal stationary artillery, but it fires far faster. Not only that, its secondary allows it to become invisible to radar, at the cost of firing speed.


Gearbolt Snake An exotic animal found in the Caribbean, the Gearbolt Snake is a surprisingly intelligent breed of snake that can change colour. It can attach to any metal, tank or building, and see what they see, friend or foe. It's extremely venomous, and if it bites a person for long enough, it may attempt to swallow them whole!
Storm Bringer Local corporate supporters who want no harm to come to the company that helped to defend them. They use bulky but rapid-firing EF rifles to shoot more lead in a minute than an enemy will in a day. They can switch to firing at both air and ground targets, but this reduces their already low damage output.
Thunder Trooper Elite troopers equipped with a man-portable 'Stormeye' ionic bow. This bow is powerful enough to break through tank armour, although it is not as effective as conventional missiles. They can, however, align their cannon on occupied buildings to forcibly evacuate their occupants in a blast of charged particles. This will cause a cooldown period, however.
Silent Night A fast-moving engineer, the Silent Night captures and repairs buildings like any engineer. They can also plant suitcase guns on friendly buildings and vehicles, giving them a stylish but practical light machine gun to use.
Heavy Striker Heavily armoured in a power suit and armed with twin power fists with EF submachine guns on their wrists, the Heavy Striker may have extremely short range, but this assault infantry can threaten just about anything it gets into punching distance of and can clap their power fists together to concuss enemies and open them up to attack
Caduceus Medic A savvy healer that uses Flash Grenades to escape confrontation. They can use their medic status to get past enemy lines, spying for you. Note, however, that if threatened, they might not always stay on your side...
Cypher No one suspects the wildlife! These pigeons act as your infiltrators, flying into buildings and using their keen bird senses prevent them from getting dazed. They can also buzz infantry with Ion bug zappers to great effect.
Instructor The Majestica Instructor is clothed in a flawless tuxedo, and carries a set of "Scarab" spider bombs with him that crawl to the enemy before blowing up on their unprotected undersides. The Instructor can set up an ambush point to cause a multitude of them to attack vehicles. The Instructor is the only high-damage infantry that does not need a specialized branch.
Sky Captain Some of the most trusted Majestica supporters, clad in a Mk. II flight suit, these infantry fly above the battlefield. They are equipped with mounted E-F autocannons to take care of any 'loose ends' that see too much... Their secondary dumps all their ammo into a single burst, causing knockback, suppression, and a ton of damage, but the autocannons require reloading afterwards. Requires Annihilation Branch
Ion Sergeant The Ion Sergeant is the mortar trooper for the Majesticas, and a powerful asset on the field. Equipped with powerful ion missiles, the Ion Sergeant can blast aircraft, tanks and buildings to ionic slag. Secondary launches a special rocket, which causes the target to be engulfed in ionic fire for a short time. Requires Annihilation Branch
Tarantula Men Arachnophobia may be a reasonable response when the Majesticas are in the area! These men in spider themed light armour are a most unusual sort of sniper, whose guns fire canisters filled with a large number of poisonous spiders. This silent method of killing has something of an area of effect and doesn't break stealth, but does have a notable delay. Tarantula Men can also lob grenades filled with spiders to cause targeted infantry to panic. Requires Subversion Branch
Shadow Trooper Mysterious men in black suits rumoured to appear whenever someone says too much about the Majesticas. Shadow Troopers are armed with wrist mounted EF guns and ionic daggers to brutally remove loose ends. They are also capable of placing sapper bombs on enemy vehicles and structures, damaging them heavily and slowing them to a crawl for a short time. Secondary stealths the Shadow Trooper at the cost of armour. Requires Subversion Branch
Rose Brutal, cold and efficient, the Majestica commando carries the two largest-possible man-portable ion drives and dashes around carving tanks into ribbons. Rose can also call upon funds from an unknown source to bribe nearby enemies for a short time!


Stardust Harvester Armed with a small EF gun, the Stardust can both harvest ore and deter attacks by infantry. It's secondary overcharges it's gun, making it capable of taking on even light vehicles in battle! However, it takes charge to run in this mode, and has such a small supply that it may run out before finishing the job.
Starlight Mobile Charge Station The Starlight is quite possibly the most important vehicle in the Majestica army. The Starlight charges ion-powered vehicles on the field, keeping them ready for battle. It also has the ability to gain a sharp increase in armour, although it cannot charge vehicles in this mode. Produced from the General Headquaters
MHQ Using the famed ionic technology of the Majesticas, the MHQ can hover around the battlefield, before setting up as a General Headquaters.
Hernes Motorcycle A stylish motorcycle, with all the accessories: leather seats, metal chassis, 40mm grenade launcher... The Hermes can easily surpress infantry, and enjoys a surprising rate of fire. Secondary causes the Hernes to jump a short distance, although it cannot do this over walls.
Espionage Spy Car The Espionage is an unassuming car driven by Majestica sympathisers. In normal mode, it is not fired upon automatically. Upon activating its secondary, however, it reveals a twin-linked machinegun to take out enemy infantry. It is automatically targetted in this mode, however!
Ganymede Mobile Habitat The Ganymede Mobile Habitat was originally designed as an escape pod, but is more than capable of carrying infantry in relative safety. It is also capable of hovering over water, thanks to ionic technology.
Ripper Combat Vehicle The Ripper is designed to protect valuable Majestica assets, the Ripper has two EF ammo turrets capable of ripping through infantry and aircraft with ease. The Ripper is capable of firing even faster, at the cost of armour. Requires charge to run.
Lightning Tank The main battle tank of the Majesticas, the Storm was designed to work even in the harsh vacuum of space, and can launch 50mm rounds at high speed with electric pulses. Secondary has the Storm deploy and devote power normally used for engines to two additional turrets. Requires charge to run.
Asteroid Artillery Why fire a single shell, when you can fire 100? Using an EF system, the Asteroid fires dozens of 'bullets' at an area. While these 'bullets' do little individual damage, and are quite inaccurate, the Asteroid can fire eight at a time, and fire at rapid speed, literally saturating an area in artillery fire. It must deploy to fire, however. Requires charge to run.
Bulwark Shield Tank The Bulwark is a massive, hulking tank, capable of taking a lot of hits before going down. It also has the natural ability to attract a fraction of shots to itself instead of other units. Secondary causes the Bulwark to drop its shields, and begin charging a massive ion cannon to devastate a single target: note that it is very vulnerable in this state, and has a long cooldown, though. Requires power to run. Requires Annihilation Branch
Supernova HAEG Reciever The Supernova is a slow, heavy vehicle that takes a very long time to lock on. Once it has done so, however, it cooks the area with a blast from the HAEG system! Secondary allows the Supernova to recieve this power and use it to charge itself and other vehicles in an area. Requires charge to run. Requires Annihilation Branch
Assailer Planehunter The Assailer is a speedy luxury car... filled with highly damaging and highly illegal missiles. While it can only fire one missile at a time, and takes a long time to reload, it hits very hard. Secondary causes enemies to not automatically target the Assailer for a short time. Requires charge to run. Requires Subversion Branch
Spark Sniper Car Equipped with a sniper turret, the Spark can rapidly hit infantry from very far away. It may take two or three hits to kill them, however, so you'll need to use speed to kite enemies. Secondary causes the Spark to EMP all nearby vehicles, although this takes all of the Spark's charge to do. Requires charge to run. Requires Subversion Branch


Porpoise Scout Sub A tiny, one-man submarine, the Porpoise is very useful for scouting purposes. It has the ability to attatch to a passing ship, allowing it to see what it sees. Secondary allows it to detatch and stun the ship.
Raptor Speedboat The Raptor is a stylish, sleek speedboat, the Raptor can rip into light ships with electric fired ammo. It's secondary gives it a massive speedboost at the cost of armour.
Warthog Naval Transport A surprisingly heavily armoured transport, capable of carrying a single Majestica vehicle or three Majestica Infantry Squads in comfort.
Bulldog Destroyer These destroyers primarily rely on torpedoes to attack other naval targets, with their two EF artillery turrets being reserved for shore targets. Under duress, they can fire their torpedoes in a circular spread around them, denying them the ability to fire torpedoes for some time, but damaging everything around them; watch out, this can cause friendly fire!
Daedalus Submarine The Daedalus submarine is the main damage dealer in your navy. The Daedalus has a low rate of fire, but does a decent amount of damage. Secondary allows the Daedalus to fire faster at the cost of health. Requires power to run.
Seafoam Submarine Keep the waters free of 'investigators' with the Seafoam. The secondary of the Seafoam releases water-borne spider mines, which will swim towards enemy ships and detonate. It has a quick cooldown, allowing it to cover chokepoints in mines very rapidly. Requires power to run.
Drifter Yacht A stylish, comfortable yacht driven by Majestica sympathizers, the Drifter can knock aircraft out of the sky with an electric-fired ammunition turret. Secondary allows the Drifter to disguise itself as a civilian boat. Requires power to run.
Overwatch Repair Carrier This large and unusual carrier launches both Contender Air Superiority craft and Contestant ground strike craft, and can repair two nearby ships at a time, and, for a cost, produce a small repair ionocraft that can be controlled to heal other ships. Requires power to run.
Worldburner Battleship The Worldburner is an advanced artillery ship for the Inclusive. It can designate targets for cooking by the HAEG network, reducing them to slag in record time. Its secondary allows the Worldburner to create an ion storm at an area, harming any unit that passes through it. Requires power to run. Requires Annihilation Branch
Orbit Breaker Battlecruiser The Orbit Breaker is the Majestica's heavy hitting battlecruiser equivalent. Equipped with four electric-fired ammo turrets, the Orbit Breaker can engage multiple targets at once. Secondary allows the Orbit Breaker to dump all the ammo into a single burst, against a single target, although it will need to reload afterwards. Requires power to run. Requires Annihilation Branch
Ark Submarine A transport submarine, capable of transporting a mix of three vehicles or nine infantry squads under the ocean. Capable of travelling slowly on land to disembark passengers. Requires Subversion Branch
Sever Submarine Who needs a battlecruiser, when you have a submarine? The Sever is equipped with an ionic bow, allowing it to rip through ships before sinking beneath the waves. Secondary switches to using an electric-fired ammo turret, which has a drastically reduced damage output, but increased rate of fire and does not need to surface. Requires power to run. Requires Subversion Branch


Stellar VTOL The main Majestica fighter, the Stellar has two E-F turrets, allowing it to target two different aircraft at once. However, it has fairly low damage compared to other fighters. Secondary is return to base.
Tosserver A bird with an advanced camera, the Tosserver is stealthed and can watch an area without being observed. The Tosserver can also attach to an enemy aircraft for a short time in order to hitch a ride.
Nova Diver Nova Divers are the Majestica equivalent of HALO troops. Upon being produced, they drift for a time, before descending to the ground. Once on the ground, Nova Divers are armed with a powerful ion cannon, letting them take care of enemy vehicles. Beware though, their nonexistant armour and inability to attack while drifting make them ambush units. Secondary is to drop early/drift temporarily.
Microburst Balloon The Microburst Balloon is a useful support element, using an ion zapper to slow and damage enemy units. Secondary drops flares to distract enemies for a short time.
Rumbler Bomber The Rumbler is the Majestica's saturation bomber, with a unique twist. The cargo bay is full of spider bombs, which it drops in a rain of angry scorpions. These bombs can only attack vehicles and ships, but will linger if they are not destroyed. Secondary is return to base.
Callisto Diver The Callisto Divers an experimental spacecraft undergoing field testing. With four EF turrets, the Callisto can take out many enemy units at a time, despite having slightly sub-par damage. Secondary switches anti-air/anti-ground. Requires Annihilation Branch
Andromeda Bomber The Andromeda is a powerful damage-dealer, with a unique method of attack. The Andromeda drops a targeting flare on an area. After a few seconds, the HAEG system sets off an ion storm in an area, doing heavy localised damage. Unfortunately, the flare is only dropped by the Andromeda's secondary, and costs money to use. Requires Annihilation Branch
King Eagle The King Eagle takes out enemy aircraft in a unique way: spider bombs attached to pigeons! These birds fly at enemy aircraft before detonating, and will linger in an area if not destroyed. With its secondary, it can return to base while leaving three pigeons as a parting 'gift'. Requires Subversion Branch
Saturn Bomber The Saturn only has one bomb... but that is all it needs. Stealthed until it drops its payload, the Saturn hits hard and devastates enemies in cover and defenses. However, its incredibly thin armour means that it relies on stealth to reach its target. Secondary is return to base. Requires Subversion Branch
Farsight Ionocraft The Farsight is a cheap, light ionocraft capable of carrying a single infantry squad. However, this infantry can fire out, and gets a range bonus! Secondary disembarks passengers.
Highlife Repair Ionocraft The Highlife Ionocraft is a large ionocraft, capable of repairing a single unit at a time. It can divert power from the lifting plates, causing it to land and overcharge the repair beam.
Floating Saucer The Floating Saucer is a cheap, light, speedy scout, built to find suitable areas for Majestica operations. It is armed with a weapon scrambler, which can disarm vehicles. It may also land on top of an aircraft, and, if it stays on long enough, knock that aircraft out of the sky.
Repeater Anti-Air Ionocraft The Repeater is equipped with three E-F turrets, which are capable of firing at multiple targets. However, it's damage is particularly pitiful. It can switch to only using one EF turret for extra damage, but will still likely need to be swarmed. Requires charge to run.
Stonehenge Carver Ionocraft The Stonehenge floats above the battlefield, waiting above tank columns. Upon being ordered, however, it dives down, slicing tanks with its ion carvers! Requires charge to run.
Pioneer Colony Transport Intended as a temporary habitat on other planets, the Pioneer is designed to terraform the nearby area... so imagine what it can do to the battlefield. As well as being capable of carrying up to five squads of infantry, the Pioneer can fire a landscaping beam with a huge splash radius. Requires charge to run.
Sagittarius Ionocraft The Sagittarius hovers omionusly above the battlefield, ready to strike. But not by itself: the Sagittarius holds many owls with miniature attached ion cannons, which will shred anything they see. Secondary releases the owls without weapons as a distraction, although the Sagittarius will not be able to attack for a while afterwards. Requires charge to run. Requires Annihilation Branch
Virgo Repair Ionocraft The Virgo is very effective at repairing units, repairing two units at once nearly as fast as damage is dished out. Secondary overcharges the repair beams to heal four units, at a significant cost to effectiveness. Requires charge to run. Requires Annihilation Branch
Sirius Ionocraft Reports of 'flying saucers' are to be discouraged... and investigated for Majestica activity immediately! The Sirius has such powerful lifing plates that infantry in a large radius around it are burned by its presence. Secondary allows the Sirius to fly away at rapid speeds, although it damages itself in the process. Requires charge to run. Requires Subversion Branch
Fata Morgana Ionocraft It's not what you expect... the Fata Morgana has two decently damaging EF guns, which fare moderately well against infantry and aircraft. It can, however, hover close to the ground, disguising itself as an enemy unit! Requires charge to run. Requires Subversion Branch

Commandoes and Epic Unit

Rose Brutal, cold and efficient, this flower of the Majestica dresses herself in an elaborate power armoured costume that gives her some of the aspects of a snake, with a long and deadly mechanical tail that can lash out at foes and "sidewinder" jump jets that let her close the distance to make use of her "fangs", two large and powerful ionic blades able to carve through nearly any form of defense.
Dynanamus A highly eccentric inventor, Dynanamus wears a suit of powered armour of his own design that attacks its enemies with wrist and chest mounted ion blasters, ionized fists and feet, shoulder mounted mini EFC guns, and coordinates his fellow soldiers with an advanced battle net that improves their accuracy, line of sight, and range. His secondary allows him to start hovering, reducing his ranged damage due to needing to use his hands to stabilize his flight, but letting him cross obstacles and charge up a radial ion blast wave to deal with numerically superior enemies.
Ghostwalker A world famous assassin and spy, Ghostwalker doesn't have the range of sniper heroes, but her rapid fire wrist mounted EF submachine guns can scythe down whole platoons before they knew what hit them, and ion fields can surround her fists and feet to enhance her lethality in close quarters combat. She also carries a device that can short out nearby electronics, even including infantry weapons and detection equipment, leaving the enemy unable to attack for long enough for her to make her get away.
Kent A well known and infamous flyboy, Kent flies around in a vulture styled flight suit, carrying a powerful ionic charged EF rifle able to shred through most targets and cladding his feet in power talons that can crush tank armour. His suit is capable of executing a massive loop de loop, launching himself into the stratosphere to come back around for a high energy collision with his ionized wings to carve apart everything he comes into contact with.
Deathglider The sinister flying ace of the Inclusive, Deathglider has a special saucer made to her specifications, a sleek one man craft with what can best be described as a gyroscopic sawblade attached to it able to articulate itself as needed that makes ramming encounters with her pod almost certainly fatal. Two powerful EF guns round out her arsenal, and she can set her buzzsaw to spin like mad, reducing the contact damage she does but deflecting a large percentage of incoming shots.
Devin The premier tank ace of the Inclusive operates his own personal "war-wheel", which is quite simply a massive wheel with a pair of turrets on either side. Moving with tremendous speed and able to crush enemy units beneath its tracked wheel, the guns of the War wheel offer all angle attack and defense, and the vehicle is able to designate an area for roasting by the HAEG network, devastating wide swathes of enemies all at once.
Omnigear An enormous spherical walking mechanical combatant that strides the earth on a series of tentacle like limbs ending in bladed, prehensile feet, the Omnigear's menacing top mounted optics glare out angrily at the world. With tremendously durable armour, the Omnigear strikes out against the enemies of the inclusive with ion-enhanced EF turrets mounted in its ball leg joints and next to its optics able to devastate most forms of armour, and through coating its bladed "fingers" in ionic energy and in tandem with its massive strength, can carve apart nearly anything in melee. On command, it tucks in its limbs into its body and folds its "head" into its spherical mass and starts to roll around like a ball, dealing massive damage on impact and moving faster, but losing its melee and ranged attacks.

Assassination Target

Valiant Ionic Battleship The ultimate demonstration of Ion power, the Valiant uses four sets of "True Ion" trioxygen powered Ion engines. Its main weapon is an ionic bow cannon, which is designed to utterly annihilate single targets, and has a secondary armament of several electric-fired anti-air artillery batteries.


Body Count Available from the Andromeda Station. Spawns a free set of dead bodies in an area.
Execute Available from the Andromeda Station. Kills a single allied infantry to intimidate nearby infantry to fight harder.
Scarecorpse Available from the Ion Pylon. Select a group of dead bodies. These corpses are set up like scarecrows, each providing a minor debuff for nearby units. This debuff, however, stacks for each scarecorpse.
Grave Robbing Available from the Jewellery. Select a group of dead infantry. You receive money for each corpse in the area of effect.
Drown Agent Available from the Orion Garrison. Select an Ion Pylon. An enemy of the Majesticas (or hapless bystander) is drowned in the ionic gel. This permanently upgrades the Ion Pylon to inspire and buff nearby units.
Nature's Wrath Available from the Orion Garrison. Spawn a group of specially trained critters at an area. These critters are weak, but will happily mob enemies. Upgradeable, summons 12/24/36 critters.
Corpse Bomb Available from the Aquila Runway. Select a group of bodies. These bodies are converted into mines - but with no change in appearance!
Nerve Gas Available from the Diplomatic Assets HQ. A Majestica plane drops nerve gas onto an area. This nerve gas works like radiation: it is undetectable, but kills infantry and damages vehicles. It will eventually dissipate, however. Costs money to use.

Behind the Scenes

These guys are based off all the traditional SF/James Bond supervillains and their private armies. However, these villains also have some good in them, so long as it furthers their cause. To Space!