|Revolutionary United Nationalists|
|The logo of RUN|
|Playstyle||Hard-hitting Hit and Run|
|Faction Colour||Deep Purple|
The R.U.N. is a fanfaction designed by Galgus, originating as an idea for a minor faction. (Much has changed and been added since then, but the traces of it still linger.)
- 1 At a Glance
- 2 Background
- 3 Goals
- 4 Gameplay Mechanics
- 5 Structures
- 6 Units
- 7 Nationalist Units
- 8 Protocols
- 9 Futuretech Units
- 10 Relay Upgrades
- 11 Behind the scenes
- 12 Trivia
At a Glance
Faction Colour : Indigo
Gameplay Style : Adaptive Warfare
Sub-tactics: Surprise attack, salvaging, stealth, raiding.
Preferred Theater of Operations : Scattered bases, hit-and-run.
Strengths : Focus on surprise attacks, strong force deployment, strong base razing, and field engineering capacity.
Weaknesses : Techs up one unit at a time, heavy units difficult to access, and less reliable base defenses than other factions.
Motives: Vengeance, The complete erasure of communism, Survival, Domination
The story of the R.U.N. starts when the Soviets occupied Eastern Europe after the Allies retreated.
Those under the Iron Curtain at that time could do little against the Soviets and their heavy handed suppression tactics, though there was a common hatred of the Soviets. However, the Allies had made one last attempt to preserve democracy in the occupied nations: a series of secret underground bases that could act as a refuge for civilians and a way for the Allied Nations to gather intel from occupied Europe.
The civilians of the nations of occupied Europe banded together to form the Revolutionary United Nationalists, but after a few riots that went horribly wrong they decided to organize things from the secret bases and slowly build up their strength- and were able to receive supplies from the Allies via Chronosphere.
The R.U.N. underground bases were equipped with labs which scientists stranded behind the Iron Curtain used to try to develop technologies to fight the Soviets in hopes that it would shorten their time of occupation.
The R.U.N. mostly bided their time building up forces until something unexpected happened: the Allies made peace with their enemies while Eastern Europe was still occupied.
This was a major shock to the R.U.N., who believed that the Allies would eventually come to save them.
At that point, the leaders of the R.U.N. accelerated research and began to form the R.U.N. into an army.
After this time, when communication was almost totally cut off with the Allies, the RUN made great improvements upon Allied sonic technology and developed time stop technology with desperate research for a way to fight the Soviets.
Sonic technology was only used by the Allies on dolphins because it was about the only feasible weapon to equip them with- and research into it was largely abandoned by the Allies in pursuit of high science.
Time Stop technology was the result of the RUN improving on the Allies' studies of time slowing technology.
Provisions from the Allies at this point were cut off- since the Allies feared that their support of the R.U.N. could bring them back into war with the Soviets.
However, a stockpile of resources from before occupation and formerly transported supplies from the Allies allowed the R.U.N. to build up an organized militia and construct their own tools of war.
The R.U.N. are bitter against the Allies for abandoning them to Soviet rule, and the majority of them are against ever fully joining the Allies again.
The R.U.N. has mixed feelings about the Confederates- albeit the fact that they know as much about the Ackerman incident as the Confederates, their tendency towards patriotism, and their bitterness against the Allies means that a majority of them agree with the Confederates.
The Soviet Union's war against the Protectorate and Green China has given the R.U.N. a chance to put their small army and multitude of militia to use, and they have managed to retake some territory on the edges of Soviet control, but they are largely forced to not engage the Soviets directly.
The R.U.N.'s immediate goal is to liberate Eastern Europe, and possibly gain the support of those nations.
The R.U.N. is divided in how they feel about the Confederates, but they generally think of them more highly than the Allies.
The R.U.N. use a Airborne Construction Platform to construct their non-defense buildings and super-weapons, which flies at a slow but steady rate over the battlefield. It must land to begin construction with its matter scanner device.
The R.U.N. construct their defenses out of an underground and thus invisible and immobile secret base called the Underground Central.
This building produces Defense Nodes which fly over the battlefield to land and deploy into Tower Bases, which the R.U.N. build their turrets on.
Additionally, all R.U.N. non-super-weapon buildings can be upgraded into underground* structures with entrances hidden by camouflage, making them invisible and better armored. Defenses are defaultly capable of hiding underground and surface to attack.
(The upgrade cost and time is equal to half the cost and time of the production of the building.)
(*In the case of sea structures, they become camouflaged underwater structures.)
However, the invisibility of these buildings and the Underground Central base will not prevent your enemy from noticing a unit popping up out of nowhere.
It is important to note that while un-ugraded RUN production structures have repair drones, their underground versions do not: instead they repair/ heal units hiding in them at a very fast rate.
R.U.N. non-defense buildings cost less than those of other factions, but are also more frail. Tier System
The R.U.N. has two tiers of units: tier 1 units can be built as soon as their production structure is.
Tier 2 units require their production building to be upgraded into its underground form and a Tactical Uplink anywhere on the map to be constructed.
While not technically a separate tier, Futuretech units are distinct in their requirement of Threat points as well as Credits to be built, and are commissioned at the Tactical Uplink. Unique Faction Mechanics
The R.U.N. are unusual in that all their non-defense non-superweapon buildings generate some amount of power instead of consuming it. They use this power for upgrades, protocols, and some units: they are reliant on good use of this power to stand against other armies as they are weak without power.
All upgrades/unlocks that consume power can be toggled off after three minutes, freeing up power for another use.
The Underground Central, a structure responsible for building R.U.N. base defenses, can also maintain up to two unit upgrades, which globally buff the units they specify in varying ways.
The Intelligence Center, which reduces the time it takes for removing an upgrade to be available, can maintain up to two Protocol unlocks: and multiple Intelligence Centers further reduce the upgrade removal wait time up to 3X the normal rate with two Intelligence Centers.
Their buildings are less expensive, but more frail than those of other factions: and can be upgraded into concealed underground versions which cloaks them, makes them considerably more durable, and slightly increases their power output.
Additionally, the R.U.N. use a special "Threat" resource, which is gained by destroying enemy assets. These Threat points are required for the R.U.N. to purchase powerful Futuretech units: although some amount of Credits are still required.
These units and are purchased at the Tactical Uplink building.
The R.U.N. start the game with an Airborne Construction Platform and an Underground Central. IconRUN.png Construction Yard
The R.U.N. construction yard, a deployed Airborne Construction Platform. It is a bit frailer than other Conyards, and constructs buildings quickly in a radius around it using an energy to matter scanner. IconRUN.png Underground Central
These underground secret bases are naturally cloaked and responsible for constructing Defense Nodes, which deploy into Tower Bases, which R.U.N. defenses are constructed on. No Underground Central or ACP is needed for them to make themselves into the defense of your choosing.
Underground Centrals are also responsible for maintaining up to two unit upgrades, which globally buff the units they specify in varying ways but cost power. These upgrades can be toggled off to free up power and an upgrade slot every two minutes after they are turned off.
Additionally, friendly units can garrison inside of the Underground Central and emerge from it at any time- much like the Confederate bolt hole.
Maximum capacity is 5 infantry, 3 vehicles, and two aircraft: or if only a single unit type is inside, 10 infantry, 5 vehicles, or 4 aircraft. IconRUN.png Intelligence Center Requires a Refinery to build.
The underground Intelligence Center, which reduces the time required for removing an upgrade to be available, can maintain up to two Protocol unlocks.
Multiple Intelligence Centers further reduce the upgrade removal wait time up to 3X the normal rate with two Intelligence Centers. IconRUN.png Tactical Uplink Requires a Refinery to build.
The Tactical Uplink is where Futuretech units are purchased with Credits and Threat points.
Additionally, it is required to construct tier 2 units: along with upgrading the production structure of the units. IconRUN.png Haven Acts as an infantry military factory, training camp, and a refuge for civilians.
When upgraded into its underground version, it can hold 10 infantry or one vehicle or one aircraft. IconRUN.png Assembly Plant Requires a Refinery to build.
Responsible for producing and maintaining RUN vehicles.
When upgraded into its underground version, it can hold 5 vehicles or 5 infantry or four aircraft. IconRUN.png Aviation Headquarters Requires a Refinery to build.
Builds, services, and reloads RUN aircraft.
When upgraded into its underground version, it can hold 5 infantry or 2 vehicles/ships or 6 aircraft: but it cannot service aircraft while infantry or vehicles are inside.
Note: An underground Aviation Headquarters can act as an invisible refueling station for aircraft.
IconRUN.png Port Authority Requires a Refinery to build.
Responsible for constructing and maintaining the small R.U.N. fleet.
When upgraded to its underground version, it can hold 5 ships/ amphibious vehicles or four aircraft. IconRUN.png Refinery Requires a Geothermal Power Plant to build.
Identical to the Ore Refineries of other factions aside its ability to upgrade into an underground version.
Maximum holding capacity when upgraded into an Underground Refinery is 3 infantry, 2 vehicles, and two aircraft: or if only a single unit type is inside, 7 infantry, 4 vehicles, or 4 aircraft.
Note: By hiding a Nationalist ore collector inside of an Underground Refinery, you can effectively hide the Refinery from your enemies so long as you act in time. IconRUN.png Compression Chamber Requires a Refinery and Compression Chamber research to build.
Primary Superweapon- A building that uses high levels of pressure to produce an extraordinarily destructive but unstable form of explosive gel that must be used shortly after its production. After producing a sufficient quantity of the substance, it loads it into a large missile which air-detonates: spreading the now uncompressed substance over a wide area. The gel must be set off by a sonic attack on each unit/ building covered by it, but spreads over a huge area and is much more dangerous than normal gel explosive. The Gel will fade after a long time, but unlike normal gel it cannot be removed earlier by GOOP or Engineers. IconRUN.png Sigma Harmonizer Requires a Refinery and Sigma Harmonizer research to build.
Secondary Superweapon- The Sigma Harmonizer functions differently from other Super-Weapons: charging up energy gradually that can be used to power a variety of special protocols.
However, in exchange for this versatility and earlier use it lacks a significant "fully charged" affect: and each protocol has a recharge time separate from the charge meter.
The Sigma Harmonizer can upgrade itself by adding up to four Control Hubs, which speed up the rate of charge, but they require power to work and credits to build.
The maximum charge of the Sigma Harmonizer is 100. Sigma Harmonizer Protocols IconRUN.png Accelerate
Cost: 15 Charge
A single unit or building is accelerated through time: if used on a unit, it moves and fires twice as quickly for 5 seconds. If used on a structure, it trains units and/or constructs buildings twice as quickly for 15 seconds. If used on a base defense, it fires twice as quickly for 5 seconds. IconRUN.png Lockdown
Cost: 20 Charge
A single unit or building is frozen in time for 5 seconds. IconRUN.png Rewind
Cost: 20 Power
Reverses time to revert a friendly husk back into a functional state: though no experience is regained. IconRUN.png Sigma Field
Cost: 30 Power
Creates a dome-shaped zone which freezes the attacks of friend and foe passing through it: but unit movement is unrestricted. Aircraft cannot attack into the zone and ground-to-air fire cannot pass through it to hit them. IconRUN.png Backpedal
Cost: 30 Power
Causes units in an area to return to where they were and the state they were in 5 seconds ago. IconRUN.png Flux Engine
Cost: 30 Power
An allied unit is charged to slow time in a zone around it: but the target is not immune to the effect. This effect ends if the unit is destroyed. IconRUN.png Frozen Time
Cost: 30 Power
After considerable warning, time is made to stand still in an area for 10 seconds. Anything inside or entering the field will be time locked unil it ends.
Note: RUN defenses are meant to be fairly easy to handle when fought correctly, but powerful when fought the wrong way- they all have Achilles heels. (Unlike the Achilles unit.)
Also, all R.U.N. defenses (aside the Hideout) have the secondary ability to go underground and emerge from there: allowing them to increase their durability and cloak themselves by going underground: but they cannot fire in this mode.
(In the case of aquatic turrets, they retract and cover themselves in fiber optics panels.)
R.U.N. defenses consume no power when underground. IconRUN.png Labyrinth Wall The R.U.N. take an interesting approach to walls- theirs are more expensive, but have the toughness of normal walls while being able to retract under the ground. They got their name from splitting Soviet forces from their comrades when rising, who mostly died in the inevitable R.U.N. ambush afterwards. IconRUN.png Aqua-Sonic Cannon An underwater turret that can only be attacked by units that can hit subs. It has very little health though. IconRUN.png Distortion Node A device which creates a time distortion field when raised, damaging enemies for a considerable percentage of their health if they try to move in its distortion field.
This distortion field works by slowing down parts of an enemy unit, but not all of them: causing structural/ organ damage to things moving through it. Since firing mechanisms have less parts, units take no damage while attacking in the field.
This defense is very well armored, but it has a weak spot in a direction that is chosen while building it. IconRUN.png Hideout An underground, invisible structure that units can hide in and come out of at any time: like the Underground Central and the Confederate Bolt Hole.
Unlike the Bolt Hole, it can hold multiple units, including vehicles- but can hold less than the Underground Central.
Maximum capacity is 5 infantry, 3 vehicles, and 3 aircraft: or if only a single unit type is inside, 10 infantry, 5 vehicles, or 6 aircraft. IconRUN.png Drone Hub
A somewhat inexpensive anti-air defense consisting of a hub that controls a group of Shrike drones that attack enemy aircraft in an area around it.
The drones it controls can only be targeted by anti-air weapons, and the hub can be targeted by anti-ground weapons. If the hub is destroyed, the drones will linger and chase enemy aircraft for 4 seconds, but at all times the drones are highly vulnerable to anti-air weaponry.
It starts with 4 drones, and produces a drone every 7 seconds with a cap of four. IconRUN.png Bastion Turret An anti-vehicle turret resembling a tank destroyer that is heavily fortified against frontal and airborne attacks, but has no rear armor.
Additionally, its turret can only fire in a 90 degree radius, and turns slowly. It can also be stunned through infantry-based garrison clearing techniques. IconRUN.png Perimeter Gun An inexpensive but somewhat under-performing anti-Infantry turret consisting of an automatic machine gun with a concrete emplacement.
The turret can be destroyed conventionally or by running it over with any vehicle: and its anti-vehicle damage is considerably lower than its counterparts.
R.U.N. units are divided into two groups: Nationalist units, cost-effective regular troops, and costly Futuretech units, which are purchased via a Transfer Vault before Futuretech Chronosphere's them in.
(Futuretech will not share space folding secrets, though- just like they hold back other Allies associated technology.)
IconRUN.png Technician Tier 1
Technicians are the Engineers of the R.U.N., and as their secondary can slowly set up Remote Drones on enemy vehicles, ships, and landed aircraft free of charge and cooldown.
These drones quickly dig into the unit, dispatch the crew, and allow a distant operator to operate the unit by remote control.
This process takes about 5 seconds, requires the Technician to stand still and alive, and is in melee range- so it is virtually impossible to pull it off against enemies that are not time locked or in a hot combat zone.
The drones are based on captured/ destroyed Terror Drones, but smaller, less armored, and very slow-moving: thus they are activated directly on an enemy vehicle. IconRUN.png Raider Tier 1
Weilding a Flamethrower, raiders are effective against Infantry and Buildings: but have some difficulty moving into flamethrower range.
Their secondary creates a thick cloud of smoke that prevents weapon targeting in the area: but this disables their flamethrowers for five seconds. This smoke is also useful for getting suppressed Infantry back on their feet. IconRUN.png Sentinel Tier 1
Sentinels weild a concealable rocket launcher effective against heavy armor and aircraft.
Their secondary disguises them as the infantry you select. IconRUN.png Irregular Tier 1
Armed with an anti-ground sonic grenade launcher adept at striking vehicle rear armor and somewhat decent against infantry.
They are capable of concealing themselves using a shock-absorbing blind that also protects them from crushing, during which they are immobile and unable to attack. Upon revealing themselves, they gain an attack speed boost.
They gained their name from a reputation of denying connections to the R.U.N. in interrogation. IconRUN.png Dove Tier 1
The flying animal scout of the R.U.N. It lacks an attack, but as a symbol of peace it can inspire enemies to not attack it for a brief amount of time. IconRUN.png Agent Tier 2
The R.U.N. Infiltrator, capable of disguising as enemy Infantry. Their secondary ability allows them to fly and land like a Rocketeer due to research sharing, though they are always unarmed and fly as slowly as Rocket Angels. Taking to the air does not remove their disguise, and they can disguise as other flying infantry even on the ground- but this only truly fools the radar. IconRUN.png Phantom Tier 2
The R.U.N. Sniper, equipped with a rifle that they can use to sight for an off-site Sigma Harmonizer to slow a building or base defense. Like most Snipers, they are cloaked while not moving. IconRUN.png Iris Tier 2
Cost Range: 2000
Iris uses a prototype EtM power armor suit capable of changing itself to fit new situations. Her secondary "deploys" her into a stationary form, where she can change her armor between four forms. This takes a small amount of time and have a cool-down.
Shade Refit- Iris becomes invisible and gains a minor movement speed bonus. In this form, Iris places gel charges on enemy surface units and structures in melee range, causing them to take heavy damage the next time they take sonic damage. She can also use arm-mounted flachette launchers to attack enemy Infantry.
Gale Refit- Iris gains the ability to fly and a speed bonus. In this form, Iris attacks enemy aircraft with arm-mounted sonic cannons.
Veil Refit- Iris gains a significant speed bonus when in water, and is permanently submerged when in water. In this form, she can attack enemy sea-based units and structures by welding through their armor. She can also attack land units and structures in this way, but she is more vulnerable on land.
Dawn Refit- In this form, Iris attacks with a long-ranged sonic mortar, which creates a shockwave that deals anti-surface mechanical damage, but has a minimum range. Iris is essentially an infantry artillery unit in this form, but she can defend herself with a weaker sonic cannon which deals auto-cannon damage.
IconRUN.png Drone Collector Tier 1
The R.U.N. Ore Collector, operated remotely and standard aside its secondary ability: which is to slowly upgrade itself into a considerably faster Warden Drone, equipped with a time lock device.
This weapon locks one target at a time in time: and while the upgrade and build costs together make this an overpriced unit, if you lose a Refinery but the collector survives, upgrading it should be cost-effective.
When upgraded, the secondary of the Warden Drone disguises it as a Drone Collector, while allowing it to perform the Drone Collector's job. IconRUN.png Rover Patrol Vehicle Tier 1
A fast-moving, turreted anti-infantry vehicle that is decently armored against anti-personnel fire but lacking against anti-vehicle weapons. It attacks with a light Sonic Cannon, which deals Auto-cannon damage.
Its secondary drops a Gel Mine, which is an invisible mine that splashes sonic gel over units in an area when run over. While the sonic effect of the Rover's weapon is too weak to do any meaningful harm on its own, it can set off sonic gel. IconRUN.png Torrent APC Tier 1
The Torrent is built to flank enemy vehicles as well as transport Infantry. It is equipped with a cannon that is effective against light vehicles and against the rear armor of heavier ones. IconRUN.png Thunder Tank Tier 2
Main battle tank of the RUN. Like the Tsunami Tank, it has a ratio of high attack damage but low defense among tanks. Its primary attack is a concussive blast created by sonic technology.
The Thunder is more of a light tank than a medium tank, and has the traits of a designated flanker on top of accelerating slightly when moving in the same direction for a period of time.
Its secondary uses an on-board energy to matter device to change it into a Nimbus Fighter, though this costs 150 credits and takes 10 seconds. IconRUN.png Crosswind Scout Vehicle Tier 2
A swift buggy armed with a pair of anti-air rocket pods
Its weapon fires in bursts with a slight reloading time between volleys. It is amphibious via pontoons, but moves slightly slower on water.
Its secondary calls in reinforcements, sending a call for help to any unit you control on the map. Units targeted in this way move on the shortest route to the Relay and gain a speed boost. This forced movement can be canceled, but the speed boost is lost if it is. IconRUN.png Pacifier FAV Tier 2
A hovering vehicle armed with two anti-infantry mini-guns that can deploy into an artillery piece that fires two precision, low-splash artillery rounds per volley with a long projectile airtime, making it unsuitable against vehicles but dangerous against buildings and possibly a threat to Infantry hoards.
(Also unlike its Uprising counterpart, its anti-infantry firepower and durability is barely above that of the Sickle despite its hefty price: thus such vehicles can act as a counter to this unit in a pinch.)
IconRUN.png Arborne Construction Platform Tier 1
The R.U.N.'s flying version of the MCV. It is less armored than a typical MCV due to its lighter weight, but after landing to deploy into a Construction Yard it builds all R.U.N. non-defense buildings. It also is capable of repairing nearby units with three repair drones. IconRUN.png Advent VTOL Tier 1
The Advent is armed with a minigun for anti-infantry duties and a single EMP bomb which can briefly stun enemy ships, vehicles, and defenses for two seconds.
It must reload at a friendly airfield: and its anti-infantry ammo is rather limited to make room for the bomb. IconRUN.png Squall Helicopter Tier 1
Adept at harassment, the Squall is armed with an anti-ground heavy grenade launcher, which deals auto-cannon damage and is effective against ore collectors.
Its secondary diverts power to a target jamming device: which prevents any non-infantry unit or base defense around it from firing. The Squall must re-arm its grenade launcher and recharge its jamming system at an airfield. IconRUN.png Nimbus Fighter Tier 2
A fighter jet armed with a Sonic Cannon. It fires fewer but more damaging shots than other fighters, which may be a consideration in dogfighting micromanagement: and like them has to refuel its ammo at a friendly airpad.
It is slightly slower than other fighters and slightly more armored, though its over time damage output is slightly lower.
Its secondary transforms it into the Thunder Tank using an on board energy to matter device, though this takes 10 seconds and costs 150 credits. It can only transform into the Thunder Tank when landed at a friendly airpad. IconRUN.png Augury Support Plane Tier 2
A heavy plane equipped with a Neutron Scrambler cannon, which lowers the defenses of any unit or building hit by it: but has no splash, no damage of its own, and short range.
It can also use an on-board energy-to-matter device to create temporary Shade Drones quickly and directly onto the battlefield.
Sub-unit: Shade Drone: Small, fast-moving, temporary drones equipped with short-ranged sonic cannons. Adept at flanking enemy vehicles, but they struggle to damage buildings.
However, both the neutron cannon and the EtM device are limited by an energy bar that they both share. IconRUN.png Rook Dropship Tier 2
Cost Range: 1300
An odd transport airship of sorts that lands to deploy Infantry. It has an incredibly armored front, making it hard to destroy while landed without use of flanking.
When it lands, it deploys a powerful sonic cannon: which is effective against heavy vehicles and base defenses but has a limited turret turn arc.
However, the Rook cannot take off immediately after landing, so it must be defended for a short time on the ground for it and the infantry it carries to escape to the skies.
IconRUN.png Nacre Utility Boat Tier 1
A small ship armed with stationary, self-concealing sea mines that it can deploy to keep enemy ships at bay. It is also equipped with an array of drones designed to drop these mines on enemies as bombs: but they can be shot down by AA fire. This attack has long range, but is out-done by modern artillery and is highly ineffective against Infantry. IconRUN.png Siren AA Frigate Tier 1
The Siren uses a flechette gun to keep aircraft at bay. A special anchor harpoon has also been rigged onto them that can keep larger ships from turning away from the Siren or topple buildings and fortifications. IconRUN.png Eidolon Submarine Tier 2
The Eidolon uses anti-sub and ship torpedoes to support the R.U.N.'s limited naval presence.
It also maintains a bay of drones specifically designed to scramble AA targeting: though they are typically destroyed by the scrambled AA fortifications.
IconRUN.png Destiny Transport
The Destiny is the R.U.N. assassination target, designed to be the center of a convoy bringing refugees from occupied Europe into R.U.N. secured territory.
It is a multi-purpose transport vehicle well-equipped to support the nationalist army on the front lines with a variety of helpful features.
The humblest of these is two suppression anti-infantry machine guns, one on each side- which do minimal damage but suppress enemy infantry almost instantly. Its primary weapon is a single target Time Lock beam, which can keep one unit or base defense locked in time at a time.
Additionally, it is equipped with a single air pad capable of refueling and re-arming friendly aircraft, services three repair drones, and has transport space for up to eight infantry.
The Destiny may not be a dangerous force on its own, but it excels at supporting a strike force.
Most R.U.N. Protocols require power, and they are all unlocked at Intelligence Centers, which are capable of maintaining up to two protocols each IconRUN.png Communications Jam
Cost: Free, Requires Geothermal Power Plant
For a brief period of time, enemy protocols are disabled. Cooldowns in progress and protocols already targeted and resolving are unaffected. IconRUN.png Stealth Priority
Cost: Free, requires Underground Central.
Upgrades a single building into its underground form. The upgrade time is unchanged, and this protocol has a very long cooldown. IconRUN.png Escort Drones
Cost: 25 Power
A group of Infantry become shielded by hovering shield-like drones. Each Infantry unit in the area gets one protective drone, and the drones are resistant to small arms fire but weak to anti-tank weaponry.
Also, the drones use noise canceling technology to shield the Infantry from sound-based stuns and debuffs. IconRUN.png Underground Take-off
Cost: 10 Power
Target an underground structure with Infantry loaded. An Eclipse transport jet takes off out of the structure, loaded with five Infantry that were in it. The Eclipse cannot be targeted due to a Jamming System, and it parachute drops the infantry onto target area.
However, it can be spotted and followed while en-route, and cannot be used near enemy buildings due to threat of compromising the Jamming System. IconRUN.png Deployment Day
Cost: 30 Power
Designate an area with loaded transports, and if they unload their unit cargo within a given time, those units gain a temporary but significant attack and movement speed boost. (Also affects the turret dropped by the Advoctate.) IconRUN.png Drone Sabotage
Cost: 35 Power
Three impostor drones placed by the R.U.N. fly out of a non-defense structure to support your cause! The drones explode, spilling their hidden sonic gel on three nearby enemy units. This protocol can be used on friendly structures. IconRUN.png Sting Initiative
Cost: 25 Power
Ten flying drones decend onto the battlefield at the targeted location. They can each drop one mine before flying off, which takes three seconds to arm and is ineffective against buildings. IconRUN.png Eclipse Strike
Cost: 30 Power
An Eclipse bomber drops an EMP bomb on target area, powering down nearby buildings for five seconds.
Futuretech units require both Threat points and Credits, and are purchased at the Tactical Uplink.
IconRUN.png Shockwave Tankette
Cost: 600 Credits, 12 Threat Points
Group Size: 3
A treaded drone armed with anti-vehicle and anti-air rocket pods. It can choose to open its armor to reveal additional rocket pods: which increases its damage potential while drastically lowering its armor.
It is faster than basic Infantry, but still fairly slow: although it has very heavy armor. Counts as a Battlesuit armor wise, but it cannot garrison buildings. IconRUN.png Rancor Carrier Tank
Cost: 850 Credits, 17 Threat Points
Group Size: 2
The Rancor charges, manufactures, and coordinates Shiv drones: which are equiped with a bladed, weaponized version of the surge armor system which superheats and protects them.
The Rancor charges their armor system before they fly through enemy infantry or slower aircraft, cleanly cutting through light armor to return to the Rancor for recharging.
In a pinch, all available drones can be sent to cover the weak points of a friendly unit or building, sheilding them from some damage with their armor system. However, the Rancor cannot attack or re-activate the ability until the drones have returned and recharged. IconRUN.png Ricochet Light Tank
Cost: 1000 Credits, 20 Threat Points
Group Size: 2
A high speed, well armed flanking tank armed with a sonic cannon and capable of shifting back in time to where and how it was a few seconds ago. IconRUN.png Tiamat Sub
Cost: 1400 Credits, 35 Threat Points
Group Size: 1
A large submarine that surfaces to use a EtM device to create artillery platforms on the water, for a 200 credits each.
This artillery is not very accurate, and is far more effective against buildings than armies: but the Tiamat can construct them quickly, allowing it to set up surprise bombardments easily.
The Tiamat can also surface to release a wild burst of anti-air rockets, though it must wait twenty seconds between shots. IconRUN.png Nemesis Carrier
Cost: 1200 Credits, 25 Threat Points
Group Size: 1
A vehicle that deploys to send out drones that jam enemy base defenses from attacking while repairing friendly vehicles. It is faster than a MBT and heavily armored, but the drones it commands can be shot down with AA: in which case it must stay in mobile form for awhile to replenish them.
Cannot crush Infantry. IconRUN.png Futuretank
Cost: 1600 Credits, 50 Threat Points
Group Size: 1
A heavy vehicle that can swap between anti-tank Nuetron Scramblers, anti-infantry miniguns, and anti-air rockets every 45 seconds by deploying into a maintenance form.
Outclassed by more specialized heavy units, but capable of adapting to situations. IconRUN.png Umbra Strike Fighter
Cost: 1500 Credits, 35 Threat Points
Group Size: 1
An advanced fighter that can strike ground and air targets with a fast-tracking sonic cannon, most effective against targets with heavy armor. It can almost keep up with standard air-superiority fighters, but it must return to base periodically to restock on ammo.
It can also use its ammo bar to activate a cloaking system: it can move with it on, but not fire. IconRUN.png Harbinger X-2
Cost: 2000 Credits, 75 Threat Points
Group Size: 1
A large Gunship that can swap between two Neutron Scrambler cannons and an anti-infantry chain-gun. Its Neutron Scrambler cannon is limited to four volleys before it must land to reload.
(For those of you who played Uprising, these are the changes: its chain gun does less damage to vehicles and buildings, an ammo system for neutron cannon with 4 volleys, no natural health regeneration, and half health.)
Each Underground Central can maintain up to two Relay Upgrades at a time, which require power and can be toggled off three minutes after activation to free up power and an upgrade slot. IconRUN.png Acceleration Drive
Cost: 15 Power
Power is diverted your mechanical unit's engines, which cause them to accelerate while moving to achieve a greater top speed. Useful for moving armies across the map quickly, but sharp turns and stops common in battles reset the acceleration. IconRUN.png Thrust Drive
Cost: 15 Power
Power is diverted your mechanical unit's engines, which increase their movement speed by a base amount, as well as reducing start-up acceleration time, improving turning rates, and improving turret traverse rates. IconRUN.png Aegis Drive
Cost: 15 Power
Power is diverted to an armor system that temporarily toughens the armor of your mechanical units when they take critical damage, helping them escape battles to fight another day. Also greatly reduces the movement speed loss caused by critical damage, boosts turn rate, and increases reverse move speed for the duration. IconRUN.png Renewal Drive
Cost: 15 Power
Power is diverted to an armor system that allows your mechanical units to slowly repair their armor, weapons, and mobility systems using energy to matter technology. The regeneration rate is faster the lower their structural integrity is, due to finishing touches taking longer. IconRUN.png Fog Drive
Cost: 15 Power
Power is diverted to a weapon scrambling system that causes turrets to miss your mechanical units when they first try to target them. This effect lasts approximately one second, and it takes ten seconds to recharge. IconRUN.png Raze Drive
Cost: 15 Power
Power is diverted to a weapons system that optimizes your mechanical unit's weapons against structures through extra power and higher quality ammunition. IconRUN.png Target Drive
Cost: 15 Power
Power is diverted to enhance the targeting systems of your mechanical units, increasing the rate at which they gain experience. IconRUN.png Infinity Drive
Cost: 15 Power
Power is diverted to modify weapons targeting and active armor, making your mechanical units and any mechanical units they kill more likely to leave husks. IconRUN.png Assault Pack
Cost: 30 Power
Power is diverted to create simple power armor for your Infantry, which increases their speed, makes them more resistant to suppression, and increases their benefit from cover. IconRUN.png Amphibian Patch
Cost: 50 Power
Power is diverted to a modify mobility systems and Infantry armor, making all of your surface units amphibious. Technologies
The R.U.N. has expanded greatly upon sonic weaponry, which the Allies never developed fully and only used to arm Dolphins.
Unlike the Allies, R.U.N. sonic technology is sophisticated enough to create concussive force through air as well as water.
The R.U.N. has developed a highly explosive chemical gel that hardens upon decompression- and after hardening will explode violently when exposed to specific sound-wave frequencies.
It is handy as a highly stable explosive when compressed, and is harmless unless the proper frequency is used.
It is made so that sonic weaponry as fielded by the R.U.N. reliably triggers the gel to explode.
Gel fades after a fairly long time, and the fading can be sped up by Engineers- GOOP also removes Gel.
Time Lock Technology
Developed from Allied experiments to slow time, the RUN has learned how to temporarily stop time- with considerable limits.
However, despite this advancement they lack sufficient knowledge in other areas of Chrono technology to do anything else with it. Neutron Scramblers
Neutron Scramblers fire concentrated energy spheres that dissipate on impact, temporarily weakening the molecular bonds of whatever they touch. This makes them less resistant to damage.
"Surge" Active Armor
The result of a miss-informed attempt to recreate the effects of the Iron Curtain, Surge Active Armor toughens the molecular bonds in metal with a protective field using equipment installed underneath it, increasing its durability.
While it pales in comparison to the Iron Curtain, it offers some level of protection and can give off dangerous levels of heat with slight modifications: while taking far less room and energy to operate.
While this is not completely original to the R.U.N., they have developed a knack for setting up well-hidden underground bases at lower costs than other factions- learned from studying and expanding upon the blueprints of the original Underground Central bases.
Behind the scenes
The R.U.N. is somewhat an expansion of my R.U.N. minor faction suggestion and an idea for a faction of 007 style spies, but it has changed a lot.
The end result is a faction that originates from occupied Europe and is disgusted with how the Allies stopped trying to liberate Eastern Europe- based in occupied Europe operating from hidden underground bases.