Technocratic Parties

From Paradox Echoes Quantum Wiki
Jump to: navigation, search
Technocratic Parties
Insignia of the Parties
Playstyle Urban Stealth
Faction Colour Dark Gray and Blood Red
Type Paradox Fan-Faction
Dev. Status Conceptual

"'Cause the night has a thousand eyes
And a thousand eyes can't help but see if you are true to me
So remember when you tell those little white lies
That the night has a thousand eyes"

- "The Night has a Thousand Eyes" by Bobby Vee, which will be used in an upcoming film based on the Parties.

The Technocratic Parties, or Parties are a minor fan-faction. Located primarily in Europe and drawn from the disgruntled populations of France, West Germany, Belgium, and Spain, the Parties are angry, tired, poor, and resentful of the Allies's increasing foreign rather than domestic focus – making them perfect fodder for recruitment by the Columbia Future Society. Now fighting for the Combine and promises of a Utopia where change comes now, not later, the Parties campaign by day and skirmish by night, using their civilian nature and funding from the Society to wage a shadow war against Allied neglect.

At A Glance

Faction Color Dark Gray
Playstyle Stealth/City-fighting
Theatre of Operations Urban cities
Strengths Many stealthy and disguised units, High amount of close-range firepower, buildings provide benefits when near them.
Weaknesses Little health and armour, low range on weapons, Less useful when out in the open
Motives Nationhood, Knowledge, Utopia


"'An now, what am i going to do
I will laugh, cry no more.
I'm going to burn all these nights
In the morning, I will hate you."

- "Et Maintenant" by Gilbert Becaud, a Party Supporter.

The Progressives

The first wave of Technocratic popularity washed across Western Europe and America for a brief period of time during the 1930s at a time when worldwide depression and the growing power of the Union of Soviet Socialist Republics prompted many people to question the governmental systems and structures in place and whether or not there were better alternatives available. Promoting a system of influence where skilled tradesmen, scientists, and other knowledgeable authorities were placed at the head of governmental systems to determine the most efficient and effective way of solving societal problems through technology and policy, the Technocratic movements for a brief period of time existed from Germany to the United States to Brazil, never winning any major political battles but securing for themselves no few minor victories. Backed and funded by the Columbia Future Society, the first wave enjoyed a modicum of success and recruitment into the mid '40s.

Increase in tensions between Western Europe and the Soviet Union, and then in turn invasion by the Soviets, led to the downfall of the first wave. The newly-formed Allied Nations converted many former followers of Technocracy across Europe and the US, and the increase in nationalistic fervor led many to switch sides to join growing Unionist movements. As pro-Allied sentiment and patriotism replaced ideas of alternative governing, the assorted Technocratic Parties dwindled in popularity and one by one died out, only surviving as a skeletal party in the West Coast and not only holding out, but increasing in strength in Central America. While the Southwestern Hemisphere would see the emergence of a United Technate, the rest of the world had seemingly moved on to different ideals.

The Agitated

But the ideals of a people can change, especially in those populations who only recently were in the midst of war. In the wake of World War 3, many citizens in the newly freed Western countries looked to the Allied Nations. The Allies were supposed to rebuild their lands, replacing what was lost and recovering what was stolen. The Allies were supposed to keep an eye on the defeated Empire and the Soviet Union, ensuring they could never again build up a force and start World War 4. The Allies were supposed to protect their citizens, guarantee them jobs and safety, and in short be there for the tired fighters of Europe.

What the Allies were not supposed to do was get involved in two overseas wars in Asia, provoke the United States into a rebellion that forced Allied troops to be redirected from the home front, spend funding that should have gone to rebuilding into making a wall around West Berlin and shooting missiles at petty dictators in the Middle East, and ultimately worry more about playing world police than paying attention to the wishes and wants of their own people. As the Allies spread their forces and focus wider and wider around the globe, grumbling started to come from the poorer citizens of Allied Europe. Foreign nanotechnology was being used instead of domestic labor, sons and daughters were being sent to serve in jungles or deserts instead of safe at home, and whenever Allied parliament was convened it was always only the representatives of the military and leaders - never the common citizens.

Some joined Unionist groups, believing in a more nationalistic approach, while others wished to have their nations leave the Allies entirely and joined the Freedom Guard. But a large percentage of the disenfranchised and disgruntled populace - Belgian farmers, French workers, German students, Spanish freedom fighters, and more - turned to resurgent Technocratic Parties as the action-oriented members of the Future Society saw another chance to advance their cause. This second wave of Technocratic Parties, however, was considerably different from the first: more ugly, more vocal, and less willing to restrict their efforts to marches, speeches, and political elections. Party members booed down Allied representatives and threw rocks at visiting foreign dignitaries. Weapons were stockpiled and military vehicles were surreptitiously acquired as the possibility of violence - against Allied peacekeepers only coming back to subdue their countrymen, or against Soviet or Empire forces invited in by the Allies - mounted. Night skirmishes with Reservist troops grew, civilians emerging from the darkness to graffiti buildings or cause chaos before melding back into darkened city streets.

While the Columbia Future Society whispers in their ears of progress and power, and the Technate covertly modernizes and expands its arsenal, the Technocratic Parties act as another distraction to the already stretched-thin Allies. When the Combine spreads its message of peace and Utopia across the Atlantic, the Parties shall rise up in full and create the glorious United Technate of Europe...


"It has been four long years since the Union of Soviet Socialist Republics invaded our homes and those of our neighbors, and only after the dust has settled can we see the price given for peace. Our ancient histories are desecrated, our population drained of youth, our neighbors to the east – brothers in spirit now, if not in blood – still suffering under the yoke of communist rule. And what has our governments in the Allies done? Made peace with those who killed our siblings and children. Shared technologies developed in our own universities with foreigners who only a year ago were intent on ruling us all. Wasted time with playing nice and looking good when they should have been focusing on their own people's wishes! I say it is time to put control of the land back into the hands of the people! Viva la Technocratie!"

- Former Presidential Candidate François Mitterrand, in a broadcast speech after the end of WW3


Technocrat Former Free French forces, West German resistance fighters, Belgian farmers, British patriots, and more make up the rank of the Technocrats, fighting for Technocracy with tommy guns and cheap grenades. They can disguise themselves in crowds or terrain and, when near buildings, stealthily prepare an ambush for unsuspecting troops.
Maquis Primarily refugees and escapees from Francoist Spain, the Technocratic Maquisards combine a hatred of fascism with a love for demolition. Capable of stealthing when near buildings, they have both dynamite charges to wreck vehicles and defenses at close range as well as ISEDs placeable on vehicles, buildings, or the ground.
Collaborateur Collaborateurs are student protesters who choose less lethal means of aggression to vent their frustration by instead disarming infantry, shutting down vehicles, and even giving your forces the ability to temporarily create enemy units. Their lack of weaponry makes it easy for them to hide as a civilian.
Biene IFA A modified version of a West German economy car, the Biene Improvised Fighting Auto boasts an ancient MG 08 for taking on infantry and aircraft, and the ability to disguise itself as an ordinary vehicle when stationary. When ordered to, the crew can roll down the windows and fire their HEX-49s at nearby targets.
TAP Scooter Taken from Belgian paratrooper supply depots, the TAP Scooter is armed with a light recoilless rifle capable of taking on light enemy vehicles, as well as using the wreckage as improvised cover. The operators can also use nearby buildings to aid in giving the scooter a stable station to use in reloading.
Colbert Tank When the Colbert Tank was phased out of active service with the Reservists, quite a few made it into the hands of local Technocratic Parties before the rest were shipped off to America. Autoloaders turn the 75mm cannon into a force to be feared, electrical generators give it an armour boost when near buildings, and a smoke launcher system allows it to pop smoke to cloud the battlefield.
Sedan 47mm The infamous Belgian Quat'sept, Sedan 47mm anti-tank cannons are respectable medium-range guns that can punch holes in enemy lines from a distance. Though slow moving even when mobile, it is also stealthed, allowing it to evade enemy retaliation while re-positioning.
Jaquelyn Heavy Tank A French heavy tank prototype designed to go toe-to-toe with Soviet superheavy tanks, the Jaquelyn was discontinued in wake of the Mirage Tank's development. Through unknown means, some Technocratic Parties have gotten ahold of these few prototypes...along with it's 105mm turreted cannon and the ability to call in air strikes around itself.
Pigeon Dive Bomber A Spanish variant of a German attack plane, the Pigeon is not built, but temporarily called in whenever a Jaquelyn activates its secondary. It strike at any visible targets within a wide area around the Jaquelyn with autocannon and machinegun fire, but has a limited amount of ammo and is vulnerable to enemy AA while present.


Party Hall Bedecked in banners and secretly hiding underground garages and armories, Party Halls can be found wherever the Technocratic Parties have a foothold. It is from here they rally to fight for Utopia, as well as fight for anyone who happens to capture it.
Morning Star SPG The Technocratic Parties eagerly make use of any 8.8cm guns they can get their hands on, refurbishing them for defense against the Allies, Soviets, or anyone else they feel is threatening their revolutionary fervor. Able to attack ground and air targets alike, Technocratic Morning Stars sacrifice range for sheer weight of fire.

Deathmatch Reinforcements

"Dangerous Game Masters"

Officially known as CBURA Task Force Lambda-6 (Dangerous Game Masters), the Hunters have covertly installed themselves with the Technocratic parties in their search for ADIs and SOs within Western Europe (and Eastern, when ordered). Operating with both finesse and secrecy, the Hunters both provide extra offensive and intelligence capabilities for their European allies.

UFO Pigeons and doves with avian spotlights installed in them, the Unarmed Forward Observers act as the surveillance unit for Lambda-6, spying on any agents of enemy Selected Organizations nearby. Flying so high in the sky that enemy aircraft would not be able to target them, they appear as a telltale orb of light to normal eyes. The UFOs' signature capability is to 'attack' the selected area with luminescent flares using their spotlight, revealing the ground and the enemies it strikes through. The UFOs can also send out decoy flares to confuse enemy weapons to allow its escape.
G-Hombera Reporting for duty every time an anomalous item or hostile group is located at the area, Lambda-6's frontline soldiers are literally dressed to kill, fedoras armed with razor rims, trenchcoats armored to resist small-arms fire, and gasmasks offering them protection from chemical attacks. Due to the all-black color scheme of their gear, they disappear into the shadows when they are near buildings. Their "Liberator" sextuple-barreled submachine gun allows them to rapidly blow a series of holes in any enemy infantry they encounter, and they can plant gelignite charges that blows up vehicles and damages structures. They can even choose to storm buildings to acquire enemy tech for the advancement of utopia.
Nightstalker Making up the elite kill team that is part of the Hunters, the Nightstalkers stand out as one of the most dangerous CBURA operatives to be fielded. Perfecting the art of remaining unseen, they can be distinguished by their sniper rifles that are also rumored to fire out particle beams at a miniature scale. True to their name, they are indefinitely stealthed anywhere until the time they attack.
Containment Van Specialized transport vehicles where captured anomalies and hostiles are secured and detained, the Containment Vans can appear as ordinary civilian vans to untrained eyes. Its real strength, however, lies on the fact that it can both transport friendly infantry and enemy soldiers, but the latter can only be captured when they fall victim to the pheromone generators from the Vans themselves. These generators can only function when the Vans are near buildings.
Jaguar Tank Dated tank destroyers, some Jaguars have been also outfitted with anti-air missile racks along with their 105mm cannons in case of heavy armed resistance by hostile SOs or when facing extremely dangerous ADIs. Complemented by its color scheme that allows it to hide in the shadows, its real trump card is that it can temporarily switch off its cannons to overcharge the EM device in it, allowing it to deal tons of damage while retreating back to the shadows at the same time. Its other trump card is the EM shield it is capable of emitting to itself to absorb projectiles, but when only near the vicinity of a building as it needs electricity.