|The logo of the Generation, the mighty Tyrannosaurus rex; commonly located in graffiti worldwide|
|Faction Colour||Gaia's Green|
"I see trees of green, red roses too
I see them bloom for me and you
And I think to myself what a wonderful world."
- - "What a Wonderful World", by Louis Armstrong
The Pangaean Generation are a Quantum faction consisting of radical environmentalists. Wielding strange technology, they make use of the power of nature to provide their weapons, including beasts that have not walked, swam, or flown on the earth in millions of years. They are prepared to return the Earth to a more primal place where man is at peace with nature, and woe betide anyone who break the peace.
- 1 At a Glance
- 2 Diplomatic Relationship
- 3 Background
- 4 Unique Faction Mechanics
- 5 Pangaea Liberation Organization
- 6 Protocols
- 7 Behind the Scenes
At a Glance
|Faction Color||Dark Green|
|Playstyle||Terrain manipulation and exploitation|
|Theatre of Operations||Forests and wetlands|
|Strengths||Units are extremely customizable, expansion can be concealed in natural terrain, natural terrain can be remolded to advantage the player and artificial terrain overgrown|
|Weaknesses||Animal and infantry units are generally fragile unless upgraded for durability, expansion hindered by urban terrain, vehicles are generally inferior|
|Motives||Green anarchism, Internationalism, Anti-Consumerism|
|Basic Look||Radical militias mixed with shocking biological experiments|
Where Have All The Flowers Gone?
In a world burdened by industrialization needed to fuel war and consumerism, the first victim is nature. Forests that once stretched from France to Poland have been cut down, pristine rivers now barely survivable from decades or even centuries of pollution. Species are disappearing at rates so great as to be the beginning of a great mass extinction event. Plains are turned into farmlands, driving away endemic species while the ice caps are shrinking every year. Some like the Allies claim to strongly consider the environmental impact of their actions, but yet the destruction continues.
Something had to give. Someone had to stand up for the long-suffering earth, against systems that hurt both man and nature. Of course, we were all children of the earth, and we are abusing each other and our universal mother. It was clear that the various forms of government made by the extant states of the world weren't doing enough to fix the issue. Radical environmentalists, ranging from scientists to local politicians to grassroots activists and others frequently came together to speak about a new form of politics.
Politics for sustainable living in harmony with the planet. While there were efforts to co-opt green politics in virtually all political spheres save those given over to anarcho-capitalism (and even then, some have started to consider them as no money can be made off of a dead ecosystem) all had their faults.
The Soviets and Allies both ultimately would side with raising the standard of living over environmental causes, regarding the idea of giving up large swathes of developed land to allow natural reclamation to be pure and simple madness. Japan, while having a certain cultural reverence for nature, ultimately desired resources for the expansion of its economy by busily ravaging their Philippine and Alaskan colonies for precious raw materials.
The League, while rhetorically against the exploitation of their land, were less keen on denying Africa its own natural wealth, believing that the Earth's natural beauty was best kept in parks rather than allowed to run truly free. Then there were the deplorable records of the likes of sprawls, who gave virtually no regard for the natural world in their race for infinite growth on a finite planet. Even the Technocrats, who planted new forests and made new life, did so under the presumption that they could make the Gaia hypothesis better. Everywhere they looked, the greens saw people who compromised on the issue of nature for progress. Some were willing to work with standing governments through conventional politics and activism, forming all manner of green parties and movements.
Others would brook no compromise in the defense of the Earth and the salvation of humanity, led by a radical who called herself "Pangaea" after the ancient supercontinent of the Triassic and Permian era - a name that would mean the one Earth for all. The woman - Marie-Françoise Madelon, a scientist who moved to the Combine following the grant money, had worked on some revolutionary biology projects. She had come to believe that the current model of society with its focus on constant, unchecked growth was unsustainable and would leave humanity extinct sooner or later. With WWIII, Pangaea began to get followers from other radical greens.
The end of WWIII left many disenchanted with all forms of currently popular politics, where millions have perished for the third time in history for minor shifts on the map. A whole generation of people were angry, lost, and quite willing to listen to the message of the radical greens. A humane economy would be developed that would do away with the issues of capitalism, socialism, and other stagnant economic models by focusing on human happiness and sustainable growth. Despoilment of nature would be halted and radical new ideas for habitation would be put forward. Cities would be made to exist in harmony with nature rather than be depressing sprawling concrete jungles devoid of wildlife.
A participatory democracy was promised, so that the decisions of society would be made by involved activists rather than cloistered politicians with no idea of what was going on the ground. If anyone was going to fight over anything, it was going to be for causes people agreed on, not to fight for alliances made in secret pacts or for causes not their own. Technology would be directed to healing and sustaining Gaia and providing for a form of living that could be done peacefully and healthfully with her. The barriers of nations that had provided so much strife, grief and suffering over so many years, would be torn down in a manner far more dramatic than even the most internationalist of communists had dared to go.
All of these ideals would take root and create a powerful new movement all around the world. From Siberia to California, from Nunavut to Tasmania, people were turning to the new ideals of Marie and her followers. Populist rhetoric and promising biological research gave Marie the approval of her compatriots, and in the vastness of the Amazon she and like-minded figures were given reign to develop their 'tubular' ideas and 'gnarly' developments for a New Age. She would, in time, prove to be the founding planner of a new group, one that united the disparate green movements under a single banner - a single Generation under Mother Earth.
The arsenal of the Earth Mother would need to be something bold, something that sands out and makes clear that no more would the youth of the world stand by while the old generations squandered away their future. Even with SPAM technology and the Technate's innovations, there was only so much these Pangaeans, as they came to call themselves, could do to challenge the industrial-economic complexes that had taken root in the old empires. But what they lacked in self-sufficiency, they made up for in biological ingenuity. Marie was a contributing member to Project Lost World and its experiments with direct DNA splicing, having the fascination with animals that had been extinguished by the past with a head full of ideas on how to better prepare life for war.
The system known as the Tau Harmonizer was created to rapidly alter genetics and create new, impossible creatures. Numerous experiments finally resulted in the first creation of her device that satisfied all her needs: a Tyrannosaurus rex she would adopt for herself named Susan. It was a symbol of the viability of militant environmentalism, big and bold and vicious as only nature could be. While Susan was perhaps not an entirely natural T-rex, with a number of modifications to make her more battle worthy, she was enough to convince the brethren of the Generation that they could win this fight.
The Pangaeans would first strike in May of 1969, having quickly amassed an army to make their debut on the world stage. After thoroughly checking to make sure no workers were on site, they launched an assault on a Syndicate-affiliated factory based near a Peruvian jungle. The Legion Security detail found its position being overrun by rapidly growing flora that began to choke everything it could reach, disrupting power lines and communication feeds while the forests began to stir with the PLO. From the trees came a mob of specially-modified animals, including vicious dinosaurs and a host of radicalized Peruvian youth who attacked the outnumbered and outmatched Legion detail from all sides. With the local encampment having absolutely no idea what to expect, they were massacred to the last in two hours and the factory was swallowed by the forest.
While it took the Syndicate a while to figure out what exactly had happened, the Generation was already on the move and mobilizing for a worldwide revolution against the forces that had brought so much suffering to the Earth and humanity. Already tied to the proto-Confederacy's own green movements and on great terms with much of the Network, the Generation revealed its support for the cause by helping to drive a joint Allied-Unionist fire base out of the Everglades by turning the swamp into a death trap. Reservists were plucked away by choking vines, GI's were picked off by camouflaged marksmen and semi-aquatic creatures, and Guardians were crawled into by poisonous insectoid hybrids who dealt with the crew messily. It was not a victory without losses, but it clearly sent a message.
Soon, they began to spread these acts farther and farther, though their plans for strikes against the Soviet Union were delayed by Siberian chapters refocusing their efforts against Atomic China. While some would accuse their uprising of being uncoordinated, they had the tremendous enthusiasm for a cause that only radicalized youth could bring. Despite their labels as terrorists, the clever mass appeal strategies of the Pangaeans kept on enticing people towards their cause, a fresh one that seemed to offer people a place where they could be themselves and a safe space to vent against their oppressors. The movement just kept on growing and growing, seemingly without end.
While the Pangaeans operate independently, there are those that sponsor them directly and indirectly. More ecologically radical factions such as their parent organization in the Technate, the new and rising Ascendancy, and smaller radicals like the Phoenix Front and Inkarri would throw their weight behind the cause, providing weaponry, legal protection, and shared projects to keep the Generation from faltering against reactionary reprisals. With representation on the larger geopolitical sphere mobilizing along their own troops, the popular civilian front could expand their operations further, setting up organisations that sold "fair trade and socially-responsible" products in small markets around the world as well as grassroots donations by sympathetic people.
Already the Generation have made their name in organizing insurgent operations around the world: their label as public enemy within the Allied member-states, Soviet states , and numerous Sprawls is worn as a badge of pride. Yet, the world is a far stranger place than even the active imaginations of the Pangaean members could dare to think, and it remains to be seen if they are ready to confront not just the enemies they see before their eyes, but the things that go bump in the night...
Unique Faction Mechanics
Tau Harmonizer: The Tau Harmonizer is a unique system that allows you to customize infantry and animal unit's stats to some degree, giving you a number of packages to choose from such as greater defense that slows down the produced unit, greater melee damage, heightened speed at the cost of greater frailty; or potentially even give them new abilities such as camouflage or electric bursts. However, you should choose wisely as a produced unit can only be so altered before it is created
Terra Mater: The Pangaean Generation is capable of "reclaiming" land and turning it into natural terrain, such as forests, wetlands, tall grass and the like. Natural terrain give a number of bonuses to Pangaean units, in plains they move faster, while forests give them cover bonuses and wetlands reduce the visual range at which Pangaean units can be spotted, and Pangaean buildings can be built in any claimed forest; as can their traps.
Gaeamachy: Enemy units passing through Pangaean claimed natural terrain suffer continual morale and hit point damage at a slow but constant rate as all the little creatures of nature continually harass the enemy at every turn.
Come, Child of Earth: Animal units suffer continual morale damage the longer they remain in the line of sight of a Pangaean unit thanks to special technology that can change an animal's loyalty; once they hit zero morale, they change over to the Pangaean side. Enemy animal units are not affected by the hit point damage of Gaeamachy, but still suffer the morale damage on top of this effect. Pangaean animals are immune to mind control effects such as Unionist PHS or the Allied Pavlov Handler tank.
Nature's Healing: All Pangaean units slowly regenerate lost health thanks to Tau Harmonizer modifications to their genome, and even incapacitated but not dead units can stand back up and return to the fray if left alone long enough.
Totally Radical!: Most Pangaean infantry have some means of moving faster than their own two legs can bring them. Until the tau harmonizer is built, most will use skateboards, mopeds, and scooters.
Pangaea Liberation Organization
"YOU THOUGHT YOU COULD WHIP US INTO SHAPE"
"WE WHIP YOU TO THE 21ST CENTURY NOW"
- - Poster sign from an unnamed Pangaean protester
"GO GREEN OR BE SMITHEREENS"
Unlike other factions, the structures of the Generation can be placed in forests without clearing out the trees, if this is done; Pangaean buildings can only be spotted by non-detectors at very close range.
|Greenhouse||The Greenhouse serves as the central command point for Pangaean forces on the field, coordinating their forces and providing the materials with which they can build more structures.|
|Mineral Leecher||Rather than a standard ore refinery, the Pangaeans simply build a mineral leecher on top of an existing ore mine, which steadily siphons up materials to feed the Pangaean economy. While slower than the lump sums provided by ore miners, they do not deplete an Ore Mine.|
|Hybrid Plant||Combining solar panels and generously donated Atlantean fuel cells, Hybrid Plants generate electricity by soaking up the sun's rays, and when the sun isn't available, they recombine hydrogen and oxygen separated by electrolysis from some of the Hybrid Plant's output.|
|Chapter House||Part garden and part living space for the human fighters of the Pangaean Generation, the Chapter House offers both sustainable, self sufficient living with its own food growing gardens and a comfortable place to sleep in; ready to heed the call when asked to.|
|Tau Harmonizer||A strange contraption that holds tremendous power, the Harmonizer can rapidly decode then alter the genetics of living beings and then grow them from an embryo to an adult in battlefield useful spaces of time, the rest of the structure provides shelter for the animals created.|
|Atelier||Mostly derivative from II technology with Pangaean touches, the Atelier assembles the land vehicles the Pangaeans have to their name and sends them off to battle. Also, be sure to check out the cafes inside!|
|Reef Bay||Not only are ships assembled here, but an aquatic Harmonizer is also available to create sea-creatures to fight for the Generation. A man-grown reef is also part of the structure to try and offset its environmental impact as much as possible.|
|Aviary||The Pangaean Aviary constructs both aircraft and has a harmonizer that can create flight capable animals. The aviary can host up to four aircraft, all of which use special bio-fuels that can rival the performance of petroleum products.|
|Genetic Beacon||Genetic Beacons are high grade battlefield laboratories that also double as auxiliary command centers, and from here high grade upgrades and units can be accessed.|
|Gene-Amplifier||A specialized Tau Harmonizer, gene amplifiers can be loaded with a single Tau Harmonizer upgrade and targeted on Pangaean or allied troops to give them an immediate upgrade on the battlefield.|
|Meganulon Hive||The Ultimate Superweapon of the Generation, the Meganulon Hive houses huge number of Meganula insects; frightfully large hybrids of various forms of extant and prehistoric insects who when commanded to; fly high above the battlefield before descended at the target and set about destroying everything they can in an acid spewing, wood and flesh eating, concrete eroding, metal oxidizing frenzy before their metabolisms burn out.|
To protect the installations of the Generation, these structures can be erected
|Bramble Wall||Bramble Walls are specially modified plants that when attacked, reflexively shoot out high velocity poisoned thorns at the offending target and can regenerate on their own terms.|
|Bramble Gate||Capable of retracting when given special signals only known to the Pangaeans, the Bramble Gate can still shoot thorns at attackers and regenerate itself.|
|Bramble Bunker||Basic defensive emplacements, Bramble Bunkers are themselves unarmed, but can house a squad of infantry and can strike at attackers with bramble thorns to augment their firepower.|
|Sonic Emplacement||With two speakers, the Sonic Emplacement is a slightly more advanced form of basic defense primarily effective against infantry, using two speakers to broadcast dangerous cones of sound to debilitate and kill enemy units.|
|Acid Spewer||Filled with extremely deadly biological corrosive agents, Acid Spewers may be short ranged, but they can melt through tanks in moments, to say nothing of what it does to flesh.|
|Meganula Launcher||These large mortars fire canisters filled with Meganula, giving the enemy a face full of irritable insects from a great distance.|
|Anti-Air Zapper||Built with technology reverse engineered from Soviet defectors, the Anti-Air Zapper fires bolts of electricity skywards to fry enemies in the air.|
|Reclamation Pod||A pod that is automatically delivered to the buildsite once completed, these reclamation pods can spur a sudden regrowth of the builder's choice of natural terrain, though if non-friendly artificial buildings are in the way they accrue a number of "bramble points", and if these bramblepoints reach a certain level, the building is turned into a Bramble Bunker with a maximum number of occupants determined by the building's size.|
Traps can be set in any forested or wetland terrain as long as you have them in line of sight
|Grenade Trees||Similar to Sandbox trees, Grenade trees will automatically drop exploding, razor sharp seed filled fruit when enemy units pass under them, dealing moderate damage to infantry and open topped vehicles.|
|Creep Vines||Also known as stranglethorns, Creep Vines wait for enemy units to pass by, at which point they grab on, slowly down vehicles and infantry, and if the infantry are already suppressed, they begin to strangle the infantry, immobilizing and slowly killing them.|
|Infested Waters||Built on shallow or deep waters and wetlands, Infested Waters are infested with predators ready to take a bite out of enemies who come near them. Infantry will continually take damage and vehicles suffer module damage as they pass through these Infested Waters.|
|Bird Nest||Bird Nests can harass ground and sea units in their vicinity, but it is against aircraft that they are deadliest, as the birds and insects fly into engines and bring planes down.|
|Gaeamachy Enhancer||These seemingly unassuming plants help further the debilitating effects of Gaeamachy by releasing special protists that are genetically programmed to terminate if they get out of the plant's radius and ignore targets with genetic markers given to Pangaean troops and their allies; for those not so protected, they can find themselves being slowly eaten alive.|
|Cave||Caves can provide a shelter for units as well as protected transit locations. While lacking the railways of Kumun tunnels and capable of being entered by enemy units, enemies who enter caves will take constant damage throughout the entire trip as the fauna and flora attack them all the way through.|
|Coral Reef||These act as barriers against sea units, who suffer damage if they try to pass over these reinforced coral barriers as the corral takes chunks out of passing ships.|
|Sink Hole||A simple sink hole, units that pass over these fall down and take quite a bit of damage for doing so, and will need help to get back up.|
|Mounds||Simple mounds of dirt (or boulders, or sand), mounds can create elevation for you to make use of as well as break up the enemy's line of sight by making flat ground into hilly terrain.|
"NUTHIN' TO LOSE BUT POLLUTARD SCALPS"
|Deinonychus||A large and dangerous prehistoric killing machine, this feathery blast from the past can startle enemy units by suddenly displaying its colorful feathered arms, causing a healthy spot of morale damage that can suppress the enemy; just long enough for them to jump on the target, flick them with its claw before eating their remains. Spies, of course, cannot elude its keen sense of smell.|
|Radical||An angry and disaffected youth, radicals are equipped with ADK-45s (acquired from sympathetic Phoenix Front dealers) equipped with underslung grenades that rather than exploding, release a whole bunch of mosquitoes; causing enemy infantry to pour out of garrisonned buildings in a disorganized manner, immediately suppressed with continuous morale damage as they're feasted upon by mosquitoes modified to have a very painful bloodsucking process. On hard terrain, they bring out skateboards to move faster.|
|Disestablishmentarian||Gallimimus-riding infantry once the Tau Harmonizer is attached to their production building, and motor-scooterists until it is, Disestablishmentarians provide anti-vehicle punch with biofuel-propelled rockets loaded with metal melting acids, while their nifty dinosaur mounts allow them to move quickly at the expense of accuracy, or they get off their gallimimuses attack on foot for better accuracy.|
|Extremist||Extremists ride on small Ceratopsids once the Harmonizer is ready, and on Mopeds before it is to get around quickly so that they can respond to air threats, stopping and pointing their SAM launchers upwards, which fire missiles filled with bioacids that rapidly degrade the flight capabilities of aircraft to send them crashing to the ground.|
|Trouble Maker||Coming into battle with sawn-off shotguns, submachine guns, body armour taken from what sources they can, and pet Euphoberiae; Trouble Makers are dangerous and rowdy assault infantry who can sick their creepy crawly centipedes on an unsuspecting enemy; whom are likely to become paralyzed and helpless after being bitten.|
|Egghead||The more technologically oriented of the Pangaeans help serve the cause by repairing damaged buildings, capturing enemy ones, and setting up miniature reclamation pods to put the man down, and ride on scooters when on hard terrain to go a bit faster.|
|Anarchist||Angry and dispossessed teenagers left orphans by war, Anarchists have been treated with the Tau Harmonizer to become more than human, allowing them to utilize bioelectric-charged grapples to kill or paralyze people and briefly stop vehicles with electric bursts from their bioelectric muscle packs before breaking into target facilities to beget acts of espionage and sabotage, on hard terrain they bring out skateboards.|
|Provocateur||The snipers of the Generation, the Provacateur turns a rifle meant to hunt elephants into a tool with which to hunt man. Provacateurs can also fire a bullet coated with lesser-known hallucinogens that can overload its target's aggressive instincts, causing them to attack all units nearby.|
|Black Cat||Named for the symbol of strikes, Black Cats are suppressors who keep gast guns mounted on the backs of Ankylosaur-Plateosaurus hybrids wrapped in body armor, When pushed, Black Cats can urge their creatures to let out a fearsome sound that shakens the resolve of enemies in front of them to help in their role as suppressors.|
|Scab Slayers||Scab slayers are actual military officers who have defected to the Pangaeans and can spread their valuable skills and insights to the other units of the Pangaeans from atop their motorbikes; or if the Tau Harmonizer is active; their miniature allosauruses. While humbly armed with M-60 machine guns, the Scab slayers also can inspire shame in enemy units, lowering their morale and eventually converting them when low enough.|
|State Smasher||Dragging their mortars around with hybrids of smaller hadrosaurs and ankylosaurs, State-smashers fire acid ladened shells, and thanks to their mounts; may fire on the move. On command, they can instead fire conventional shells instead, which don't have the same damage over time punch, but are more useful against targets that can leave the acid field.|
|Ecologist||Ecologists are vitally important for the healing of injured biological units, applying Pangaean breakthrougsh in medical technology to patch up the wounded faster than even the genetic science of the Generation alone would be able to. Ecologists carry their supplies with a partnered up hadrosaur.|
"CAN'T VEX THE T-REX"
|Wolforpions||Using the power of the Tau Harmonizer to combine the best traits of an Epicyon wolf and a Pulmonoscorpio (and a bit of spitting cobra), Wolforpions are easily massable and cheap assault infantry who can attack in huge numbers, and can squirt facemelting acid from their stingers which not only damages enemies, but also burns them from the inside over time.|
|Antodonts||Merging Triassic-era cynodonts with ants has produced these bizarre burrowing creatures, and further modifications has given them the ability to spread gaeamachy where they go while they create large usable tunnels from their burrowing habits. Only really dangerous in melee, Antodonts are more of a support creature than anything else.|
|Tricerobster||A merging of a triceratops, an ankylosaurus, and a very large lobster, the Tricerobster is very difficult to kill with its very well armoured and quick to regenerate body and anything caught by its tail, beak, horns, and pincers is likely in for a bad time; whether or not it is in the water. But what makes it truly dangerous is its ability to bullrush which ends in a deadly, violent impact.|
|Tyrannosaurus||Assault units par excellence, these enhanced, armored Tyrannosauruses have jaws so strong they can bite through tank armor with ease and crush structures with their brute strength, simply stampeding over infantry (and with arms like deinocheirus and added armour plating they are even fiercer than they were in life). And on command they can demonstrate a new trick courtesy of genetic science, the ability to breathe bio-plasmic fire, which they sweep over an area while roaring, forcing enemies out of cover and shattering morale.|
|Elechidna||Combining cobras with tanystropheuses, electric eels, large-bodied crocodiles, and sea serpents has created this monstrous seven-headed freak of nature that can strike with electric arcs to damage and disable vehicles or combine their blasts to create a burst of bioplasma that can stop vehicles in their tracks instantly, In melee, to attack the Hydra is to deal with all of its heads.|
|Specopraptors||Specially-modified motorcycle-riding raptors, these Specopraptors serve as excellent special forces, and thanks to their opposable thumbs and enhanced brains, can actually wield silenced machine guns and communicate with one another in their own special language to better coordinate tactics, their secondary tells them to get off their motorbikes, reducing their speed but allowing them to fire with far greater precision.|
|Quetzalcoatlus||Pterosaurs modified to use more durable feathers instead of fragile membrane wings to fly, these enormous flying infantry can carry a heavy machine gun and a number of PTABs into the air with them that can tear through enemies almost as good as their enormous reinforced beaks. They may also execute a short barrel roll, effectively dodging most of enemy projectiles.|
|Sally||A genetically modified Tyrannosaurus commando standing above and beyond even other Tyrannosauruses, Sally has a hide that ranges on virtually indestructible even before her armor plating and is an astonishingly fast healer Getting in range of her arms, brought in from other predatory dinosaurs, or her vicious jaws is a swift death sentence, but the purposes of the stegosaurus-like fins on her back becomes clear as they help her charge a bioplasma burst that comes out as a blue beam that damages all targets in a line. She also understands several human languages.|
"2, 4, 6, 8
MELTED FACES ARE YOUR FATE"
|Cloud Leopard LAV||Bought from II warehouses (with their parents' money) and modified (with the tools bought by what's left of that money), the Cloud Leopard serves as the armored scout car of the Pangaeans, armed humbly with a single minigun and special slow release pods that can slowly "reclaim" the land around them.|
|Eco-Skirmisher Transport||A modification of the Skirmisher, the Eco-Skirmisher carries three squads of infantry and packs two miniguns for self-defense. Inside the Eco-Skirmisher are organic, medicinal products that invigorate wounded soldiers inside faster than normal regeneration.|
|Extremophile Tankette||Driven by daredevils, this tankette is humbly armed with a 40mm Bofors autocannon and Mustelid musk grenade launchers and while fragile, is quite fast and handles well on all terrain. Through still-yet-unknown means, they can force a rapid growth of moss onto an enemy vehicle's weapon, disabling its ability to fire for a shot time.|
|Recluse Skysweeper||A modification of the Skysweeper, the Recluse replaces the missiles with a pair of 23mm gast double-barreled guns that provide a monstrously high rate of fire. The double-barreled guns can also launch enraged, buzzing insects dedicated to either shredding through heavy bombers or light fighters, which can be cycled through.|
|Tailless Whip||Derived from the Mk.23 "Scorpion" Tank, the Tailless Whip and its high-velocity main gun pack a surprise with an acid-filled missile that can be fired to deny an area to an enemy, applying the Gaeamachy debuff onto it.|
|Brontoscorpion||Tailless Whips modified to carry a light artillery piece, Brontoscorpions can make damn sure about sticking enemies in a quagmire of either 105mm shells or mud generating 105mm shells that will make movement nearly impossible for the enemy|
|Jungle Stalker||The brainchild of power tools, a Marauder Tank, and a bag of peyote, the Jungle Stalker fits a powerful high-velocity gun on the armored chassis which has a turret that can cover the front one hundred and eighty degrees of the tank destroyer. Jungle Stalkers can disguise themselves by growing profuse amounts of brush to avoid being seen by the enemy and set up ambushes. While this does not truly stealth them, it does mean that units have to be closer to actually see them.|
|Darwin Assault Gun||A 50-ton WWII American vehicle whose disgruntled inventor sold the design to the Pangaeans before joining them, the Darwin Assault Gun offers great fire support with 155mm shells; or it can fire special shells that agitate plant growth in an area, rapidly growing vines to ensnare nearby enemy units.|
|Oppressor Vanquisher||Lobbing shells filled with a dreadful bioexplosives, the Oppressor Vanquisher is a lethally effective artillery piece. It can also unveil its built-in speakers in full blast, which deafens almost anything in an area caught by the display of young people music.|
|Facemelter Assault Vehicle||Loaded full of bioacid, Facemelters are the closest thing the Generation has to superheavies, and they spew out roiling, but non-continuous streams of acid gas that will annihilate enemies in cover and heavily damage structures or just about anything in the way. When they approach, they can also prevent enemy units from receiving their orders by filling the airways with impenetrable slang; though an enemy will eventually recover from trying to figure out what the hell they're hearing.|
|Megatitan||A hulking, 100-ton dinosaur hybridized from many others to create a huge herbivore mounted by the more important Pangaean figures, impossible creatures tend to perform at their maximum combat potential but friendlies must make haste to stay away from these enraged behemoths. The Megatitan can also push enemies to a specified direction in a large area, stunning them if they hit terrain!|
|Hawk-shark||A strange combination of a large prehistoric bird, a pterosaur, with an also prehistoric shark, the Hawk-Shark uses its keen senses to provide aerial scouting maneuvers, and can divebomb enemy targets to bite and claw at them with deadly intent, raking them with twin machine guns, or drop a deadly bomb.|
|Dracoavis||Essentially an engineered wyvern, Dracoavis combine multiple creatures to create what amounts to a dragon, who can breathe bio-plasmic fire that will deal hefty damage to ground targets (along with the trio of HMGs mounted on their bodies) while their mass, jaws, and claws are dangerous to slower air units; these creatures can be commanded to land, where they can move surprisingly swiftly.|
|Hounder||Acquired from Soviet stocks, this modification of the Hind ditches the gatling gun in favor of a 25mm gast gun and a brace of acid missiles, and can even release a flock of metal eating tiny pterosaurs who can pick a tank of its vital components clean in frightfully little time.|
|Upriser||An Atlantean design donated to and equipped by the Pangaeans, the Upriser uses a 23mm twin gast-gun and meganula missiles to carry the day in the sy. Its secondary orders the pilot to turn around and head back to base.|
|Downcaster||A copy of II's first foray into jet aircraft, the Downcaster uses a Tau Randomizer which has truly hideous results against enemy infantry, allowing the Downcaster to function as a powerful infantry eraser aircraft, while bioacid bombs melt vehicles. The secondary orders it to return to base.|
|Discontenter||Another Atlantean design in use by the Pangaeans, the Discontenter fires powerful armour piercing acid missiles to pulverize enemy defenses, entrenched troops, and garrisons that stand in the way of Mother Earth. The secondary orders a return to base.|
|Resistor||Made from modified stolen Cutlass Ramjets and copies of said Ramjets to function as interceptors for the Pangaeans, the Resistor crashes the party of heavy aircraft with bioplasma cannons that cut through enemy bombers and heavy aircraft with powerful beams of death. The secondary commands it to return to base.|
|Honey Badger Bomber||Based on copies of stolen Soviet Badger bombers, these aircraft can both transport Pangean units (even vehicles due to being larger than the original Badger) in paradrop mode or they can drop bombs filled with very angry Meganula to cause as much havoc as is humanly possible.|
"WASH YOUR MOUTHS WITH SEA DINO PISS"
|Icthyosaur||These ancient marine reptiles have been revived and adapted to enjoy greater intelligence and better adaptations to colder waters, on command, Icthyosaurs can activate water jets mounted on them to shoot off at much greater speeds and can deal damage with bioplasma they can periodically vomit out, or just bite and thrash enemy targets.|
|Sea-Spray Boat||Using two 30mm gast guns, Sea-sprays can both harass surface bots and shoreline targets and provide air units with something to think about carefully, or they can fire shells loaded with mosquitos and damn their unfortunate enemies to itch terribly.|
|Skulk Destroyer||Based on an inter-war period destroyer armed with two multi-purpose missile launchers, the Skulk is the mainstay naval combatant of the Pangaean fleet, and can carry Sea-sprays and Ichtyosaurs inside of it for protection; sea-sprays being able to fire from their mooring positions|
|Greenery Cruiser||Greenery cruisers fire shells filled with specially modified starfishes who constantly secrete acid and have an insatiable appetite for metal, dealing grotesque damage over time to the ships caught by their fire after the rounds penetrate and release these beachdwellers from hell. Thanks to how the guns are positioned, Greeneries can engage in a "spin to win maneuver" where they constantly turn around in a circle, with one side's guns being able to fire just as the ship turns around, constantly pummeling the enemy with shells while making itself a harder target.|
|Pleasantry Lander||Converted from civilian landing ships, Pleasantry Landers can carry up to three vehicles or ten infantry in safety within its spacious and rather comfortable interior; and four sets of 20mm gast guns help to keep away the nosy. When unloading, the Pleasantry releases an aerosolized form of Gaeamachy gas.|
|Perfidy Submarine||Similar to a heavily reinforced version of a large, civilian scientific submarine, the Perfidy fires torpedoes filled with special barnacles who rapidly grow to maturity and devour the target ship's metal or wooden structure and force apart the ship's structure until it starts taking fatal amounts of water and sinks. The secondary uses its arms to repair other ships at sea.|
|Meganula Sea-Hive||This unusual ship launches Meganula swarms into the air to devastate targets on land as the shells carrying them break open to reveal a swarm of angry, angry insects. Or they can fire shells filled with blinding bioluminescent goop that both reveals the target area and makes enemies beneath untargetable but unmovable.|
|Tethys Carrier||Built with the help of the Atlanteans and the Combine, the Tethys Carrier serves as the ultimate expression of Pangaean sea power, launching Sea-Dragon and Sea-Wyvern aircraft into the skies to win the skies and the surface where they go. If really pressed by enemies, they can release a swarm of small Pterosaurus to harass any nearby ship and make safe flying near them functionally impossible.|
|Pliosaur||A beast that once stalked the depths of the oceans in the distant past now returns as the primary submarine killer for the Pangaeans, by taking out chunks of submarines with their hugely powerful jaws, these Pliosaurs, modified with gills, doom them to eventual sinking with even single attacks. Or they can rather than simply taking a chunk and leaving, try to worry the submarine, latching on with a bite and then attempting to rip the submarine apart.|
|Oobleck||Scientific products of less-stable Pangaean mycologists, Ooblecks, for lack of better words, are "volatile, living ooze" which quickly reproduce by a manner similar to mitosis.|
|Blooper||Awakening a deep sea creature from the deepest trenches of the world, the bloop calls forth a creature almost too big to be real, a great anomalocaris-ike creature whose feeling tendrils can split ships in half and who even the Pangaeans have yet to tame, causing it to rampage uncontrollably until it returns to the depths from whence it came.|
Behind the Scenes
The Pangaean generation draws a great deal on 90s fiction, such as Jurassic Park, totally RADICALism, and the like, and is also inspired by the RTS games Impossible Creatures, Paraworld and a bit of Jurrasic Primitive Wars.
| Atlantean Ascendancy • Unification Concordiat • Norse Fylkirate • Indo-Pacific Defense Initiative|
Pangaean Generation • Reactionary Guard • Enlightened Conclave • Kumun Hegemony
|Quantum Minor Factions|
| Korean People's Army • EoK Penal Divisions • Darkwater Industries • Dread Corsairs|
Balkan SFR's • Katipunan • 20px Forgotten Flotilla • Iron Fangs
|Quantum Tech Building Factions|
|International Aid Association • 20px Interpol • 20px Intercontinental Construction Cooperative|