Category:Factions/Scrapbook

=Confederates= The Confederates are a minor faction, consisting of a remnant of the breakaway South of America. They encroach upon the jungles of Tzan and are supported by the Third Power.

=Novaya Rossiya=

=White Russians= White Russian remnants in far eastern Siberia, supported by Eastasia and the Allies. Had a peculiar mix of cybernetics, WW1 tech and rayguns in their units, but were never really designed in detail. Unlikely to make an appearance as a faction, but might make mission-specific appearances, perhaps without their own hardware (that is what the Generic hardware is for, after all).

=Tzan=

Tzan, also called Xzan or Tzin, is a faction designed around the theme of "ancient alien visitors" influencing precolumbian civilizations. Would probably be an interesting faction if it did make its way in, but right now it does not really fit. Questions to resolve would be their interaction with Eastasia and their position on a sliding scale between liberty fighters trying to preserve nature and their people's culture from the encroachment of modern civilization and sinister, corrupted, human-sacrificing Cthulhu-worshipping tribes. Of course you could make them trans-dimensional visitors.

=CDF=

The Civilian Defense Force is a faction representing the community self-protection effort.

=Mutants= The main issue with a mutant faction is that it stretches credibility that a large group of people who happened to have mutated would find themselves together in one coherent faction, despite being seperated by culture and space. Despite the precedent set by X-Men and the Tiberian series, this seems unlikely - it would require mutants to be shunned universally in their "home culture".

Mutants may appear as localized factions, a la S.T.A.L.K.E.R., where the population, human or otherwise, of an area has been for a large part mutated. Just like wild animals, they would not likely form a faction, but rather be "feral".

=Scavengers=

=Illuminati=

The Illuminati are a faction mainly within the US, even though they have been said to have infiltrated every major organization in the world. Illuminati use Nod-ish units, sinister-themed American units, ie units that represent the worst of American warfare tactics (whereas the Allies usually represent idealized Western military), such as napalm, chemical warfare and mind control. They also make extensive use of cybernetics and stealth and have access to nuclear weapons they are ready to use.

=Nexus= Possible computer side like CABAL or RobotStorm's NEXUS. Uncertain how this would be implemented into the tech level and general setting of Continuum. If there really is a rampant computer attempting to take over the world, it is more likely that it would be part of the Illuminati, use their infrastructure and hardware, perhaps augmented with additional automaton units. Indeed, the Illuminati would be the likeliest faction for this to come about. The Eastasians would work too of course, but because of their special approach to technology that would pose narrative issues.

=Trade Guild= Trade Guild or Merchant Guild, possible mercenary faction, but centered around transportation/trade. Probably fits a post-apocalyptic world better (or a complete cyberpunk world perhaps?).

=Aliens= Aliens of some kind, there may be just one species or there may be several, perhaps opposed. They are behind Tzan and also much of the Third Power tech and the Illuminati. This faction did make its way in, in a way, as Xeno technology is a currently-scheduled line of technology that is available if a player gains control (or infiltrates) an UFO. Aliens use flying saucers of various kinds, although the aliens behind Tzan would probably be lovecraftian and very different from the 50's clichee little green men.

Flying Saucer
For now, the Third Power has one saucer which combines elements from all of these, but we should probably settle on one – if the aliens need three different types of saucer to achieve them, a faction making use of just a tiny fraction of alien toy technology shouldn't get all three in one unit.

Laser Saucer
A simple saucer with a disc laser. Can fire on ground and air.

Tractor/Abductor Saucer
A saucer with a tractor beam against vehicles, and an „abductor“ against infantry, to be held in stasis in containment pods inside the saucer.

Meteor Saucer
This saucer throws meteors vertically downwards at ground targets.

=Neutral Forces= Difficult to differentiate from CDF.

Neutral forces should have a very basic unit roster that covers all the areas of the old RA Allies & Soviets, ie anti-infantry, tank-to-tank, artillery, transportation. We can skip both the resource unit (as it can be rolled into transport) and we should skip the light tank, because it does not have a real function vis-a-vis anti-infantry recon units. The function in RA was kind of dubious because the light tank was a fast raider, but with anti-tank capabilities, the latter of which was already covered by the medium. Oh, and also add an anti-air vehicle (which RA didn't have), a support vehicle (builder, repairer, maybe both) and maybe a rudimentary aircraft. Should be totally generic armed forces without particular technologies.

Truck
The very regular cargo truck; can transport 10 infantry (or fewer units of lesser size, up to size 3, which means bikes and other small vehicles can go aboard). Open topped. Passengers not protected.

Patrol Car
An armored car with a heavy machine gun. Can carry infantry, has sensors, projects healing aura (ie the former experimental (for all but a few hours) WT19 BattleBus.
 * Passengers are protected and can fire out.
 * Elite upgrade is an aux targeting laser vs buildings, and TOW missiles vs buildings and vehicles.

Medium Tank

 * Basic medium tank with APFSDS rounds.
 * Elite upgrade is EMP rocket as aux vs vehicles, and canister shells vs infantry.
 * Or rather, keep it simple, elite upgrade is an MG vs infantry.

Tank Destroyer
Tank destroyer with a powerful directional (non-turreted) anti-tank gun; ineffective vs anything else. Elite upgrade is movement speed reduction effect shells.

Mobile Artillery
Two modes - mobile mode for direct fire, and deployed mode for (more longer-ranged) indirect fire over terrain obstacles. Both modes are inaccurate. Effective vs structures and infantry (due to blast zone despite inaccuracy), but ineffective vs vehicles (except light).
 * Elite upgrade is a cluster shell.

Skysweeper
Carries anti-aircraft missiles; unable to engage ground. Sensors. Can deploy to cease using its own missiles and instead boost the firepower of nearby other Skysweepers by lending them its radar targeting data.

Recovery Vehicle
Repair truck, projects repair aura and has a repair weapon to repair individual vehicles. Leaves behind a Mechanic as crew when destroyed.