Reactionary Guard

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The Guardians of Global Monarchism
The red griffin, the designated emblem of the united Monarchies
Playstyle Rapid Expansion
Faction Colour Royal Yellow
Type Quantum Faction
Dev. Status Conceptual

"God keep Francis the emperor
Our good Emperor Francis!
Long live Francis the emperor,
In the brightest splendour of happiness!
May sprigs of laurel bloom for him
As a garland of honour, wherever he goes.
God keep Francis the emperor,
Our good Emperor Francis!

-"Gott Erhalte Franz den Kaiser" a popular song among the Habsburgian faction of the Guard

The Reactionary Guard was once the High Coalition, designed by Yellowking, but has been adopted by the Quantum Group and renamed into the Reactionary Guard as a major faction. It has also been to some degree, merged with the old Strenbergian Khanate and European Reactionary Force. Traditionalists who yearn to bring back the old ruling families whether by words or guns, the Guard can easily engulf the field in the numbers of their expansions and forward bases.

At a Glance

Faction Color Royal Yellow
Playstyle Rapid Expansion
Theatre of Operations Clear terrain
Strengths Quick and cheap expansion, Fast and versatile infantry and bikes, Powerful airships
Weaknesses Infantry is weak unless massed, Wet-navy is overcosted and underpowered, Late tier units are expensive and vehicles cannot dish out much damage, Bikes are fragile
Motives Reactionaryism, Monarchism, Paternalism
Basic Look Black-yellow patterns

Diplomatic Relations

Reactionary Guard Diplomatic Relations
AlliedLogoThumb.png Allied Nations IconNeutral.png Neutral EmiratesLogoThumb.png African League IconAlliance.png Alliance AtlanteanLogoThumb.png Atlantean Ascendancy IconPeace.png Peace
ConfederateLogoThumb.png Confederate Revolutionaries IconMixed.png Mixed CombineLogoThumb.png Technocratic Combine IconFriendly.png Friendly ConcordiatLogoThumb.png Unification Concordiat IconUnknown.png Unknown
SovietLogoThumb.png Soviet Union IconHostile.png Hostile IndustryLogoThumb.png Industrial Guild IconNeutral.png Neutral FylkirateLogoThumb.png Norse Fylkirate IconUnknown.png Unknown
EmpireLogoThumb.png Empire of the Rising Sun IconAlliance.png Alliance ContingentLogoThumb.png Southern Contingent IconFriendly.png Friendly IPDILogoThumb.png Indo-Pacific Defense Initiative IconNeutral.png Neutral
TalonLogoThumb.png Order of the Talon IconUnknown.png Unknown UnionistLogoThumb.png American Unionists IconHostile.png Hostile PangaeanLogoThumb.png Pangaean Generation IconNeutral.png Neutral
GreenChinaLogoThumb.png Atomic Kingdom of China IconWar.png War CommonwealthLogoThumb.png Greater Indian Commonwealth IconHostile.png Hostile ReactionaryLogoThumb.png Reactionary Guard N/A
SyndicateLogoThumb.png Mediterranean Syndicate IconMixed.png Mixed FederationLogoThumb.png Cybernetic Federation IconHostile.png Hostile ConclaveLogoThumb.png Enlightened Conclave IconFriendly.png Friendly
ProtectorateLogoThumb.png Electrical Protectorate IconUnknown.png Unknown EcumeneLogoThumb.png Ukrazol Ecumene IconUnknown.png Unknown KumunLogoThumb.png Kumun Hegemony IconUnknown.png Unknown
ARVNLogoThumb.png Army of the Republic of Vietnam IconMixed.png Mixed PahitLogoThumb.png Pahit Dictatoriat IconNeutral.png Neutral NorthKoreaLogoThumb.png Korean People's Army IconHostile.png Hostile
ReserveLogoThumb.png Allied Reservists IconNeutral.png Neutral MigrationLogoThumb.png Mongolian Migration IconUnknown.png Unknown SouthKoreaLogoThumb.png EoK Penal Divisions IconAlliance.png Alliance
BlueChinaLogoThumb.png National Revolutionary Army IconFriendly.png Friendly InkarriLogoThumb.png Inkarri Theocracy IconPeace.png Peace DarkwaterLogoThumb.png Darkwater Industries IconPeace.png Peace
RedChinaLogoThumb.png Communist China IconHostile.png Hostile MIRLogoThumb.png Movement for International Revolution IconHostile.png Hostile CorsairsLogoThumb.png Dread Corsairs IconWar.png War
VietcongLogoThumb.png Vietcong IconHostile.png Hostile NetworkLogoThumb.png Network of Truth Seekers IconMixed.png Mixed BalkanLogoThumb.png Balkan Rebellion IconMixed.png Mixed
GLALogoThumb.png Global Liberation Army IconWar.png War PhoenixLogoThumb.png Phoenix Front IconHostile.png Hostile KatipunanLogo.png Katipunan IconHostile.png Hostile
IntIncLogoThumb.png International Inc IconNeutral.png Neutral CoalitionLogoThumb.png Coalition of Arabian Monarchies IconPeace.png Peace FlotillaLogoThumb.png Forgotten Flotilla IconUnknown.png Unknown
BlackHandLogoThumb.png Cult of the Black Hand IconUnknown.png Unknown ASGLogoThumb.png Crescent Pact IconHostile.png Hostile IronFangsLogoThumb.png Iron Fangs IconWar.png War


Exitium Imperio

The beginning of the 19th century was chaotic for Russia. WWI, following a revolution to usurp Czar Nikolai II, then another revolution to usurp Kerensky. However, when other world powers saw the new ideology on the rise, they immediately gave their support to local anti-communist forces. Against all odds, the Red Army triumphed over the White Army, and formed the Soviet Union. Now, there was no place for those who fought against them, and numerous defeated legions flocked to hide in cold backlands of Siberia. But, as the time passed, this last sanctuary became as dangerous as Western Russia, with communist forces besieged the remnants to Pacific shores. In there, they disappeared away from history, decimated or put into prisons. That should have been the end of it, but history had other ideas.

Before WWI had ever started, the mysterious man known as Rasputin was fully aware of just how fragile the position of the Russian monarchy was. Only winning the Russo-Japanese war by a thread and then and failing to invade Sweden, the power of the Tsars had become something of a joke - ruling over a vast country with great, barely-exploited riches and a huge, illiterate population. Similarly, there were other monarchies in similarly-precarious conditions.

The Habsburgs' multi-ethnic empire was a fragile, fractious thing whose unity could disintegrate at any moment. Discontent with Austro-Hungarian rule was always a danger for the aging empire; its military remained weak in spite of all modernization attempts, and its economy could hardly compare to the Hohenzollern juggernaut. Farther to the south was the ailing Ottoman Empire: the sick man of Europe. Nationalism had destroyed its holdings and seemed set to destroy its Middle Eastern ones. Imperial China, crushed by the Boxer Rebellion and humiliated, was on the verge of death. Even the Khans who were once terrors of Eurasia shriveled into after-thoughts.

Old dynasties also yearned to be restored. Whether they be the Pedros in Brazil, the Soulouques in Haiti or the Iturbides in Mexico, they dreamed of returning to their nations and restoring their honor. French royal families wished to reverse the events of 1789, and the de Tounens ruled a short-lived Kingdom of Araucanía and Patagonia before the Chilean-Argentinian onslaught crushed it.

Magna Carta de Regnum

Gathering representatives of these ailing or deceased monarchies, Rasputin impressed upon them the need to preserve and protect tradition to restore stability in a world assailed by liberalism and radicalism. While recognizing that war may yet break out between some of the still extant royalties, he said it was important to devise a way to maintain power even if they should be ousted, at which point he revealed his secret weapon. A group of material scientists investigating the Tunguska had uncovered a wondrous element, a metal named "cavorite". Upon discovering that an electric charge run through it could counter-act gravity, plans were made that would allow the users of this wondrous material to have literal flying ships as well as airships in use at the time. Even whole flying cities!

In addition, special microbes had been found in the Arctic waters where Inuit guardians had been found to not only have miraculous healing powers - regenerating harsh injuries or even whole limbs fast, but also apparent immortality, living for centuries at a time with no sign of degeneration. It was a literal fountain of youth, and cultures of these were already being prepared. Interest in this project was also immediately piqued, and agreements were made to offer what support they could away from prying eyes to prepare for this project. When Sun Yat-sen declared a time of no more emperors, the surviving members of the old dynasty were given refuge in Russia, and their loyalist forces were brought to the Siberian hinterland to prepare for the exodus.

World War 1, soon enough, came - a devastating industrial conflict that would not only bring about devastation, but also the fall of empires. Rasputin quietly placed a body double in the way of assassins to let the world believe he was dead as he made the final preparations. The Hohenzollern Dynasty now joined the league of monarchies seeking to restore themselves to power, but time was short, as the Revolution had come and the Reds were surmounting impossible odds as Lenin sought to turn the Empire of All Russians into the Union of Soviet Socialist Republics.

Having gathered as much of the cavorite as they could, the Reactionary Guard, with all the combined forces it had gathered from monarchies and monarchists around the world, took one of the strangest flights known to man. A vast fleet of airships, skyships, and their first few floating cities took off as the Reds swept through Siberia, leaving behind the Whites who had dismissed them as an insane clique to their fates. Successfully evading the nascent Red Air force, the Reactionary Guard set about creating bases around the world to supply what they couldn't already provide on their fantastical flying fleet.

As more monarchies fell, more would join the ranks of the Guard. Bogd Khan and Strenberg's experiment fell in due time to the Reds - though Sternberg managed to escape - and were soon brought aboard. The dethroned Nguyễn dynasty of Vietnam would soon join them in good time, and they finally managed to track down Peshwas of the old Marathan Empire. As time passed, they would launch small and secret raids on republican nations that had caused them grief in the past, whether they were Allied or Soviet, building their assets.

Veteres Milites, Orbis Hodierni

With the onset of WWIII, they sat on the sidelines until the Empire of the Rising Sun struck, seeing them as a fellow monarchy bringing tradition back to the world, and so joined the warwar as an Axis member. When the Soviets declared new Socialist Republics in Eastern Europe, the Guard came in and helped these dynasties escape, joined by the Italian kings deposed by a Syndicate-backed referendum. Though the Axis fought relentlessly, they ultimately could not reverse the tide of manpower advantages the other sides had. While territorial gains were made, the initial advance was halted, reversed, and the Empire was forced to sue for peace. The Guard managed to get away with relatively light damage, as its floating cities were frustratingly difficult to deal with. Both of them were able to win terms that let them keep many of their gains, however; the League earned all the territory it had liberated due to being essentially victorious. With the war ended, the Reactionary Guard waits to see if there can be yet another great victory for counter-revolution, but the world has changed so drastically.

'Royalists' claiming no heirage to any proper dynasty have claimed most of China for themselves. Southeast Asia has a king now, but are threatened by the Indonesian rebels. The African League, quietly building itself, now makes its power play for the world. Strange machines crawl out of the forgotten corners of the Earth. The spacemen that the Guard had become dimly aware of since their first test flights had only increased in action. Australia and New Zealand have launched their own air fleets and cut themselves off, Thailand's alliance grows ever more paranoid, and an strange activity is reported in the Arctic. America, that hated bastion of republicanism, is unraveling at the seams due to internal strife. The Southern Cone pledges allegiance to a new Communist Bloc federation, the Technocrats in Central America flex their muscles, and now Atlantis is a real thing among countless other oddities.

Believing that the time to act will soon be upon them, Rasputin has decided that the Guard must act swiftly to restore the divine right of kings for all their sake. This would not be a fight to destroy or to enslave, but a fight to try and bring stability, peace, and happiness back to this mad world before it's too late.


The Coalition prefers to expand quickly, and their tier, power and other mechanics represent that.

Build Mechanic

Coalition builds their bases swiftly and simply:

1. Cartographer marks area area, creating a first-level Foundation.

2. After that, you can choose what to build on Foundation, by clicking it.

3. After the building is chosen, an airship carries the building on Foundation, and after short time, the building becomes functional.

The base defenses are built like Allied ones, contrasting other buildings. Note that none of them require power (They are quite weak, however).

Power Mechanic

They build power plants, like any other faction.

Tier Mechanic

When you click the Foundation, you can upgrade it to second-level Foundation instead of a building. It takes longer, and costs more than regular buildings, but allows Tier 2 buildings to be build on upgraded Foundation. You can also build third-level foundation after the second level, to get access Tier 3 buildings, but this costs even more and takes even more time than building second level Foundation. Then there is the level 4, that makes superweapons buildable.

However, some units may require that you build their production building on higher level foundation (For example: If you want High-tier aeroplanes, you will have to build an Air Tower on level 3 Foundation, even if it could normally be build on level 2 Foundation). There is no way to upgrade foundation after building has been built, so think carefully.


Electro-magnetic Fields Using heavily-modified Soviet Tesla coils, the Guard has managed to invent far more stealthy (but still deadly) uses of electricity. Electric field generators, when turned on, starts generating a field of static energy, that is harmless... until you happen to step out of it (or in it). The shock of fringe areas of these fields can kill unprotected infantry almost immediately, but have less effect against vehicles.
Kinetic Shielding This technology has two main uses: defensive and offensive. It can be used to transform kinetic energy into air pressure by using static electricity, eventually generating an invisible shield that deflects all harm that would come upon the object behind these shields... as long as it keeps moving.
Cavorite Mined from meteors, this material has an uncanny ability: it appears to work on gravity, moving away from things with large weight. It can be used to make unnaturally large and heavy things float on air, as the Cavorite once charged with a current, allows gravity to be manipulated, being especially useful for allowing something to act as if it were "lighter" than air.
The Smoke Heavy mixture of different gasses, it causes only temporarily-induced asthma and nausea when breathed in and causes some trouble for vehicle engines. It is used to shield the massive Reactionary air fleets from outsiders. On the battlefield while it debilitates enemies somewhat, it's more useful property is the ability to block enemy sight, though the Guard has crafted special eyepieces capable of piercing through the smoke.
Arctic Amoeba Strange unicellular organisms where found by Guard-aligned scientists from Arctic glaciers. Further research proved that they had a weird effect on multi-cellular organisms: when they come in contact with damaged tissue, they start to mimic the cells of the found from damaged tissue, and then install themselves inside of the body, constantly helping with regeneration and even repairing telomere decay and destroying cancer cells, though other versions of the amoeba die after being used once, typically as part of a "medical salve". This allows for both incredible healing abilities as well as eternal youth.
Bikes In order to gain advantage over slower forces like the Soviets, compete with the mechas of the Empire and successfully counter the teleporting units of the Atomic Kingdom, the Guard has adopted the use of motorbikes in a modern form of cavalry in its armies. Bikes are fragile for their cost but are exceedingly fast.

Royal Tümens

"Throughout history, there have always been men and women who opposed societal progress in favor of the old ways. Clinging dearly to tradition, these so-called 'reactionaries' fought tooth and nail to preserve the purity of what they deem to be the souls of their civilization. Alas, the march of history was not kind to them, and eventually they are forgotten in favor of modernity. Even today, there are still people in this world who prefer monarchs over presidents, aristocrats over representatives... dated as they may be, but when these holders of views are organized and armed in large numbers, modernity would probably die out first before tradition does."

-Emir al-Fassoud, editor-in-chief of a Crescent Pact-aligned newspaper, Al-Ba'ath


"Tradition means passing on the flame. We provide it shelter."

-Lady Banu Nasrin
Ground Authority The Guard's construction yard which builds power plants and Condottieris. A new one can be constructed on third level foundation.
Generator Provides power by burning anything at hand. Can have turbines built on it that add to the power it generates.
Military Assignmentary Assigns infantry to frontlines. Builds Condottieris.
Motorbike Assembly Plant Builds bikes for the Guard.
Ore Despoit A refinery building, that has room for two harvester airships. Does not build cartographers.
Arsenal Deploys Guard vehicles to the frontlines. Builds Condottieris.
Aeroplane Housing Facility Builds those planes of the Guard that are simply too large to go on most airships, these service and release up to twelve knights of the sky in a tower that takes no more horizontal room than any other airfield, who can swarm over and overwhelm more sophisticated aircraft through sheer numbers.
Airship Hangar Builds the Guard's airship fleet on site and services those that come down to the field, a stately and majestic structure that is both the most iconic structure as well as the most prominent target for enemies given their reliance on airpower.
Construction Fleet Relay This building contains delicate radio system used to contact other airships in area in order to call construction support. Allows you to place a Foundation anywhere you have a sight.
Carolinium Bombard This contacts an upper atmosphere airship to move itself overhead and drop a massive Carolinium bomb from overhead, which detonates upon contact with the ground with the force of a large fuel air weapon and then keeps on exploding for a long duration, continually damaging everything it touches until it finally dissipates.

Base Defenses

"You shall not pass!"

-Sign put on Barbed Walls
Barbed Wall The Guard's walls are fairly plain and ordinary, being made out of simple concrete and barbed wire that wouldn't look out of place in a WWI fortification line. There is nothing particularly special about these, though the Guard tends to make them out of pre-fabricated parts so that they can be quickly disassembled.
Barbed Gate The Guard's gate, is similarly like every other gate in the world.
Guard Tower A simple tower equipped with Vickers machine guns. While not as devastatingly powerful as say, the Soviet sentry gun, the Guard Tower has greater range and can engage multiple targets at once.
Advanced Guard Tower A tower that mounts the simplest thing in the world: a gun in a turret. The placement of the gun in a tower gives it superior range to most tanks and allows them to repeatedly hammer at enemy vehicles from a comfortable distance. It is otherwise very ordinary.
Balloon Tether An anti-aircraft placement that raises a tethered balloon armed with a large array of machine guns to fire upon trespassing, but is bound to ground. It should be noted, that even if the balloon is destroyed, the grounded part of this structure will create new balloon. Destroying the ground part of this defense will also destroy the balloon.
Electric Field Generator Produces a field that kills all infantry trying to enter or leave it and damage vehicles constantly but modestly for every moment they remain touched by it. Affects both friend and foe, but can be turned off. These do not actually stop vehicles that can survive their sting however, so be warned.
Bomard Uplink Creates a radio uplink from which a series of drone bombers are released into the upper atmosphere and designate a no go zone. Enemies who violate this area will be bombed via the airships.


"Once more unto the breach, dear friends, once more..."

-William Shakespeare, Henry V
Raven The flying animal scout of the Guard may not be able to instantly kill the spies it sniffs out unlike some, but being such a small creature, it itself is stealthed as few people pay a simple bird any heed, though Ravens can be commanded to do what birds do best and leave an annoying splatter on an enemy, reducing their accuracy.
Blackjacket Your basic forces, has a middling cost, but is quite fast due to cavorite to lighten the load of their black flak vests. Secondary throws black smoke grenades.
Cyclist Blackjackets with collapsible bikes and light rocket launchers, the Cyclist are a highly mobile anti-tank unit, though not overly powerful on their own.
Professor Highly-trained and academically-skilled men and women of the guard, these serve as your engineers. They can inflate a balloon to rise in air and repair airships.
Vickers Lads With a watercooled WW1-era Vickers lightened by cavorite and wearing tough armour plating, these call backs to the Arditi of can suppress and mow down enemy infantry and throw ranch gas grenades to further deal with enemies.
Whitemark Snipers of the Guard. They have a fairly low low rate of fire, but shooting does not remove their stealth, though moving does. They can also shoot specially-designed chemical darts, that causes the victim to emit a weaker variant of the Smoke that reveals nearby units.
Flyer Flying infantry, who use mechanical, motor-propelled wings to fly in battlefield. They normally attack enemies by using bayonetted light machine guns but can also switch to grenades, for destroying tougher targets on the ground.
Imperial Guard Elite soldiers that can break any defense line in a blink of an eye with automatic grenade launchers. Even if they are heavily armed and mobile thanks to cavorite to lighten their loads, they remain somewhat fragile compared to other elite infantry for all the finery of their body armor which includes a great deal of armor plating, in order to remain mobile, so make sure that you attack first. They can also fight in melee, making them able to clear garrisons by charging inside with their bayonets at the ready and going from room to room dousing everyone they see in grenade fire and the straight silver.
Tabitha The twin-tailed lady in black is equipped for any ground activities, believed to answer directly only Rasputin himself. Made superhuman due to her unusually-strong affinity for the Tunguskan Amoeba, Tabitha heals unnaturally fast and can tear a man in a Tesla suit in half with her bare hands like tissue paper or remove a Jiang Shi's arms from their sockets while bullets simply bounce off of her skin. She prefers to kill enemy soldiers in melee with blades and her own gloved hands, but can also designate an area for a "meteor strike" causing damage to a certain area of effect in her presence, which in reality is a Conditierri from high above.


"Ride out with me, to a red day, a bloody day, to the death!"

-Sir Yusuf Azulai
Qíbīng Qíbīng Bikes offer high mobility that can keep up with the air mobile mainstay of the Guard's main force. They are cost efficent, their diver is armed with dual twin-linked submachinegunz, and they can transport two infantrymen to battle in the side-cars; where they can shoot out of.
Strzelcy A purpose built war-bike which tows an anti-air gatling cannon. It cannot fire against ground targets but is capable of laying EM traps on the ground.
Dvor Dvors are fast, and accurate tankbusters armed with easily portable RPGs mounted in dual mounts with magazine clips for deadly alpha strikes. They can also load Cavorite bombs to levitate enemy tanks.
Qapukulu Based on the abandoned Soviet design for the Mortar Cycle, the Qapukulu is a high powered motor-cycle capable of suppressing enemy infantry with a twin-linked submachine gun or switching to a potent mortar to smash enemy bases.
Yazgur Officers who have not (yet) decided to move into commanding positions. They generate an aura of leadership wherever they ride, inspiring other forces to fight even harder. They are equipped with grenade launchers that generally fire high-explosive rounds or can fire black smoke rounds, and in melee they strike with lance and saber. Also serve as infiltrators. They ride bikes, granting them great speed.
Scythian Bike Having more nimble and technologically advanced chassis than rest of the bikes, the Scythian is powered by a portable Electric-generator which also powers the bikes motor. It generates electro-static fields that damage enemy units around it over time while providing slight defensive bonuses to nearby units, or it can pump extra charge into their fields to give them more power at the expense of harming friendlies, forcing them to disperse.

Construction Vehicles

"It's not a glamorous job, but somebody has to do it."

-Johann Schmidt
Condottieri A truck, with the necessary radio equipment to contact construction airships above the battlefield. It also marks places for construction (Creates Level 1 Foundation)

Deployable Vehicles (Constructed from Warehouse)

"They've strayed off the path of civilization; we will do everything to get them back on track... with tracks!"

-Sir Mau Yaun
Druzhina Combat Car A popular and incredibly swift six-wheeled battle car that mounts a potent 12.7mm gatling gun that can shred infantry and harass other light vehicles or even pepper rounds at low-flying aircraft in a rear mount designed to allow as much freedom of movement in the turret as possible while one passenger can shoot out of the vehicle while driving shotgun.
Anûšiya LBT The Anûšiya light track is the Guard's light tank with it's mid caliber main gun. Is quite fast, but don't expect it to take other MBTs in one-to-one battles. The crew can also stop for repairs, making Anûšiya immobile (but still capable of shooting) and healing it slowly.
Qíshì AA-Track A WWI-esque tracked vehicle with a pair of respectable flak cannons on top of itself to blast away aircraft, though they lack the bullfrog's sheer rate of fire or the Flak Track's firepower. It can also switch to flamers for garrison clearing.
Varangian Battle-Track The true battle vehicle of the Reactionary Guard, the Varangian is relatively decently armed and armoured with respectable speed, but it's greatest power is the ability to reveal Cavorite engines to let it "jump" and then cushion it's fall as it makes a "leap" under the power of manipulated gravity.
Ocēlōtl Track Destroyer Crucial for helping the ground forces of the Guard destroy other tanks, the Ocēlōtl has a large-caliber high-velocity cannon to destroy any vehicle that would dare to stand in its way. It can reduce it's rate of fire to use special kinetic-barrier shells that while not any more damaging, pierce through multiple targets.
Siphai Battlefield Hospital An unassuming van, the Battlefield Morguary contains a large storage of Arctic amoeba. It can deploy into the battlefield in order to rapidly heal up your forces.
Polens Electro-Dynamo Armed with Guard electostatic generators, the Electro-Dynamos are capable of frying infantry and EMPing vehicles (but not damaging them). That is because they can also double for another purpose: the generators can be set to project its lightning to the sky, making it an anti-air weapon as well, letting them deal with hordes of planes where the Judenits is more intended to handle single problematic aircraft.
Cernobog Artillery With a chassis based on a suitably "reactionified" version of the Mammoth, and equipped with an artillery battery of three fixed 165mm guns, it is (rightfully) considered the most powerful weapon in Guard's ground arsenal. It is normally effective against against buildings and slow moving enemy formations, but is a bit too slow for well dispersed or high speed enemy infantry. It can fire ground-shaker shells to slow down enemy troops by blasting apart the terrain if needed.


"I think I'm going to be seasick."
"Has he been huffing that gray smoke?"

-Conversation inside a Palaiologan
Senussi Speedboat A small, fragile, and fast speedboat. Each one contains a team of carefully selected specialists who, in case of battle, drive next to an enemy ship, and open a few new holes into its hull with carefully-set dynamite charges.
Đại Việt Transport As the Guard generally is weak at sea, the Đại Việt is capable of submerging to stand a somewhat better chance of surviving a trip across the water than it would if it were surfaced and even then it cannot compare to the amazing transport abilities of its airborne counterpart. It can fire some light torpedoes underwater and can use a flamethrower on land to help secure a landing point, but is quite fragile.
Palaiologan Seafighter Armed with a quad 57mm flak cannon, three 100mm guns in mountings to the starboard, port, and aft of the ship and two 130mm guns in a prow turret, the first of which can pummel aircraft, the second of which serve as dual purpose guns, and the latter is meant to hurt other ships, the Sea-Bear is cheap and not a particularly good ship, but it is versatile. If needed the Sea-Bear can turbocharge its engines for a quick get away.
Sahalin Cruiser Sub The main anti-surface weapon of the Guard is not like other subs, as its two triple gun turret fitted deck guns, not torpedoes, are its primary weapons, with its rather weak torpedoes mostly being useful against other submarines or transports. As a consequence, it is better armored than other submarines.
Emmanuel Battleship Practically a floating factory, the Emmanuel can lay hidden mines over water or lob them at hostile targets with its four twin gun turrets; something of a blast from the dreadnought era past the Emmanuel will not fare well against proper ships.
Ottoman Devastator The heaviest ship in the Guard's arsenal, the Ottoman is practically a massive electro-static generator. When this cage is activated, nearly everything near it, be it friend or foe, submarine or aircraft gets brutally elctrocuted. Otherwise, it projects a kinetic shield to help defend the other ships of the Guard's relatively small fleet and can launch Druzhina and Ritter air superiority and surface attack planes or serve as a base for the guard's aircraft.


"Thank God men can fly, and lay waste on decadence as well as modernity."

-Count Reinhardt von Carstein
Boyar Fighter A cheap, fast and fragile plane that wins dogfights with numbers and turning ablity, firing away with a pair of relatively slow-firing 20mm autocannons and four 12.7mm machine guns. Not well-suited for pressing air dominance over the enemy one-on-one (though given the larger air fields of the Guard, they can easily strike in vastly superior numbers), the Boyar is, however, good at catching and stopping incoming bombers. While lacking homing beacons to automatically return to base, it can fire boosters to greatly increase its speed, but while it is in such a state it cannot fire its weapons for fear of over-stressing the aircraft.
Mangudai Scout Rotorcraft Based on early designs for helicopters, the Mangudai is a fast helicopter that provides air reconnaissance, armed with but one autocannon, the fragile Kublai is not meant to stay in the thick of the fight, but to explore and report back. Due to a need to carry a rather heavy radio set, armor suffers as well. It is, however, capable of launching hot flares to confuse and delay enemy projectiles while it tries to escape.
Brave Tactical Bomber Pusher-driven like all Guard planes, these biplanes drop carolinium armor piercing bombs that will tear apart fortifications with ease and degarrison targets, and may fire up accelerators to go at alarmingly swift speeds.
Tercio Ground Attack Plane Rather simply armed with a pair of large 40mm autocannons, four heavy machine guns, and a brace of anti-tank rockets, the Tercio is a (not particularly fast but relatively durable at least) dive bomber with a vendetta against enemy tanks. Best accompanied by Boyars, the Tercio has but a single .30 caliber machine gun at the tail if attacked by other aircraft.
Tarkan Interceptor A fast, rocket boosted enclosed triplane that can chase down and destroy bombers and heavy aircraft with kinetic fields surrounding their frames to ram through aircraft and a brace of four heavy autocannons that will send bombers tumbling to the ground in a hurry just as they can inject carolinium based fuel into their rockets and engines to quickly cross distances
Gendarme Bomber A rather odd take on the strategic bomber, the Gendarme carries a large number of armor piercing hundred pound bombs that are dangerous to structures in the extreme as these Carolinium bombs do not stop exploding for a long while, continually damaging the structure until nothing is left or the bombs fizzle out of energy. The aircraft has a number of .30 caliber machine guns in the nose, tail, top, and sides, but it is sorely recommended to have escorts with them; these are, being very optimistically, little more than nuisances for modern aircraft.
Janissary Siege Rotorcraft Based on an early design of the helicopter, the Janissary has three 12.7mm Gatling guns (wings and nose) in its standard configuration for infantry and light vehicle harassment and attack while also being able to chase other helicopters, but can deploy and unveil an artillery cannon to function as the primary artillery weapon of the Guard. Do note, it's shorter ranged than most artillery.
Zápolya Airship The basic airship and one of only two airships small enough to be built at the standard air manufactory, it is rather fast for an airship but also quite fragile. Its crew can use a twin quad-set of 14.5mm machine guns (anti-infantry and inefficent anti-air meant mostly for dueling with other helicopters) and a quartet of powerful 57mm anti-armor field guns against tanks, making it a reliable and steady tank hunter. It must switch which weapon it is using.
Braganza Airship A humble little logistics dirigible, the Braganza is a very muscular airship that can ferry large loads of materials; generally ore from place to place, harvesting ore by lowering a special gondola with ore carrying equipment and then raising it to be lowered into the refinery. Built with a durable, sturdy airframe, the Braganza can also lift vehicles from place to place, though only one at a time, and it has no facilities for holding infantry.


"Behold, the wind rises."

Tultengo Airship An airship primarily meant to escort other airships and built with the role of both protecting other airships and chasing other air forces from the skies, it is armed with anti-aircraft autocannon batteries and a number of Cuāuhtli Fighters to keep annoying airplanes away from the other zeppelins. It can quickly surround itself with a ring of flak bursts to damage all aircraft caught within the ring field.
Tounens Ground Attack Airship Carrying a substantial number of Picunches and Huilliches ground attack planes, the Tounens brings devastating ground attack to the airship fleet from a distance, and while not quite as individually destructive as the Zápolya, the Tounens has more versatility, range, and it can designate a single unfortunate unit to be the target of its entire wing.
Bourbon Airship Bourbon airships serve an important role in the Guard's air fleet, spreading billowing clouds of Black Smoke to confuse and befuddle enemies who try to attack guard fleets, harming the accuracy of anti-air attacks. Then can also load up mortars to fire black smoke shells onto the ground to provide smoke coverage for the guard's ground forces.
Nguyễn Airship Nguyễns are nimble airships that can deploy into floating outposts from which nearby units can be restored, with medical and repair teams deploying to the ground and other units via balloons. However, it can not be quite as capable as more focused repair vessels.
Borjigin Airship An airship capable of transporting thirty infantry, fifteen bikes, or five vehicles. It should be noted that it evacuates the garrisoned units like the Soviet mancannons, launching them down to the ground with parachutes. While slow, it carries a large number of men and material.
Habsburg Airship Comparable in size to Zhukov, the Habsburg has a deadly arsenal of a large number of V-1 missiles that it can use to target ground units to strike them from a distance, though it suffers against structures. The secondary fires a six shot unguided spread of missiles that fly out to hit whatever is at the end of their designated path.
Qing Anti-Zeppelin Airship Using large howitzers in turrets, the Qing is meant to brush away other airship and heavy aircraft fleets with a deadly array of HEAT rounds meant to burn through armor and ignite lift gasses and flammable materials where possible. The secondary has it rapidly ascend upwards to briefly exit the map and thus be safe from firing before returning to the battlefield later.
Romanov Airship Airships used by commanders who want to get a closer look on battlefield. Durable and destructive against slow ground targets due to its Carolinium shell-loaded, ground-facing cannons, which are devastating to structures in particular, but cannot attack air targets save for trying to ram them after surrounding itself in a kinetic barrier, a gesture largely useless save for against other airships. It is the assassination target of the Guard.

Behind the Scenes

The basic look of the Reactionary Guard is inspired by look of the World War I, works of H.G Wells and Jules Verne, and video game Iron Storm.

Reactionary Guard Royal Tumens
Quantum Faction
Infantry RavenBlackjacketCyclistProfessorWhitemarkFlyerImperial GuardTabitha
Bikes QíbīngStrzelcyDvorsQapukuluYazgurScythian Bike
Deployable Vehicles Druzhina Combat CarAnûšiya Light Battle TrackQíshìVarangian Battle TrackOcēlōtlSiphai Battlefield HosptialPolens Electro DynamoCernobog Artillery
Other Vehicles Condottieri
Aircraft Boyar FighterMangudai Scout RotorcraftBrave Tactical BomberTercio Ground Attack PlaneTarkan InterceptorGendarme BomberJanissary Siege RotorcraftZápolya AirshipBraganza Airship
Airships Tultengo AirshipTounens Ground Attack AirshipBourbon AirshipNguyễn AirshipBorjigin AirshipHapsburg AirshipQing Anti-Zeppelin AirshipRomanov Airship
Navy Senussi SpeedboatPalaiologan Sea-FighterSahalin CruisersubEmmanuel BattleshipOttoman Devastator
Structures Ground AuthorityGeneratorMilitary AssignmentaryMotorbike AssemblyOre DepositWarehouseAeroplane Housing FacilityAirship HangarConstruction Fleet RelayCarolinium Bomb
Defenses Barbed WallsBarbed GatesGuard TowerAdvanced Guard TowerBalloon TetherElectric Field GeneratorBombard Uplink
Technologies CaroliniumCavoriteElectro-magnetic FieldsThe SmokeArctic AmoebaBikes
Detailed Information Characters of the GuardThe Airborne MadhousesDynasties of the GuardGuard Equipment and Small ArmsGuard VehiclesGuard AircraftGuard Ships