Kalran: Tales of the four nations/United Columbia Alliance Armed Forces

The United Columbia Alliance Armed Forces, known as the UCAAF, are one of the six main factions in Kalran: Tales of the four nations, specializing in combined arms and versatility.

Description
When the hyperion destroyed Arcadia back in the third age the surviving Fenrirs, or earthborn, west of the capital and the remnant of their army fled further west, through what was once a frontier. Where they faced Reclaimers hunting them or raiders trying to survive. It's people hardened by the experience, where it was common for them to bear arms first. Until they reached the skyset mountains.

There, the survivors exhausted and near death, the Skarnops, ratfolks who the Fenrirs only knew through trade, were the first to came with a helping hand, giving them supplies and guiding them to an area to settle. Touched by this kindness the Fenrirs welcome them as allies.

And so the years go by and soon they met the Ogres, hardy mountain folks, while trying to mine higher up. Where war over territory nearly broke but diplomacy prevailed. And soon after, after an expedition to the peaks, they meet the Harpies, who had helped miners trapped in the mountains or dropping goats high up the mountain when famine came. And in a few years the four races signed a declaration of alliance and became the UCA.

And with the eighth age they are now the superpower of Alcradia. Armed with the latest kinetic weaponry and vehicles and their feared airforce.

Tactics
The UCA is a jack of all trades, emphasizing versatility and flexibility, designed to bend but not break under enemy pressure. With their units able to take on anything to a degree, though not quite as effectively as other factions more specialized counterparts. With many powerful upgrades improving their units, though they are locked in tiers, expensive, and takes time, and a veterency system that turn even their most basic units into elites. While their forces may be slow and vulnerable in the early to mid game, once they get to their late game, purchasing their strongest upgrades, with an army of ace units they can easily roll over most of their foes like an avalanche.

Technologies
Magnetic weaponry

Tremor based technology

Powered armor and advance composites

Commanders

 * Classic: Combined arms commander Thomas (Able battalion)
 * Airforce: Airforce commander Jessabelle (Echo battalion)
 * Defense: Support commander Williams (Fortress battalion)
 * Infantry: Special force commander Rosalind (Rose battalion)
 * Armor: Armored assault commander Ronald (Thunder battalion)
 * Communications officer Wallace (announcer)

Mechanics

 * Veterancy: As the Fenrir fights their units become veterans in battle, with a stark difference between a rookie and their ace counterpart. But the loss of a veteran, especially an ace, will hurt
 * Base tier: Due to rules of engagements the commander must requisition the use of the UCA heavier armament, from railguns to power armor, in tiers, for each Communication centre. While fast comes at the cost of their army being rather predictable

Trivia

 * The UCA, if the name didn't already gave it away, is based off north America. The Fenrirs based off the USA and Scotland, Skarnops based off Canada, the Harpies based off panama and the Dominican republic, and the Ogres are based off Mexico.
 * The Fenrirs themselves are based of their namesake from Norse mythology and the werewolf, and visually their are similiar to Holo from spice and wolves, or the kemonomimi, by looking human except with wolf ears, tail, and furred limbs.
 * Fenrirs speaks a with either a north American, Texan, or Scottish accent. Harpies speak with a Panamanian or Caribbean accent. Skarnops speaks with a Canadian accent. And Ogres speak with a Mexican accent.
 * The UCA gameplay is based off the USA in Company of heroes and C&C Generals, The GDI from C&C, allied nations from red alert, while their mech forces are based off battletech, mech warriors, iron harvest, and GDI.