Kalran: Tales of the four nations/Kevros Federation Guards

When the Human, or waterborn, caught wind of the hyperion they build vaults, reinforced self sustaining bunkers built into the northern mountains, and hunkered hown when the hyperion fire. But, due to rather inefficient air filters, they suffered from minor radiation, rendering them almost infertile.

With this revelation the human, who were already ahead in science, began delving into ai design. Leading to them making the first androids and automated defenses.

By the 8th age the Kevros federation is now known as hardy mountain folks. Their homes guarded by an array of automated laser and missile turrets, while android and remote controlled vehicle strike against their foes, with human piloted mecha supporting.

Tactics
The Kevros federation plays more closer to a tower defense then an rts. Using an array of turrets and strong walls to force their foes through corridors filled with their devastating turrets. And once the attackers break they counter attacks with waves of androids and tanks supported by flying drones and human piloted mechs. With their bloodline memories ability, where children will inherit the memories of their ancestors, allows them to pilot mech that would have taken a lifetime to master in a matter of weeks

Technology
Advance AI and missile ballistics

Laser technology

Cryo technology

Commanders

 * Classic: Defense commander Mikhail (Guards support)
 * Airforce: Air interdiction commander Sasha (Hunters support). Voiced by Alexis Tipton
 * Defense: Missile bombardment commander Zhana (artillery support). Voiced by Ivana Milicevic
 * Infantry: Mecha force commander Leon (knights support). Voiced by Johnny Yong Bosch
 * Armor: Robotics assault commander Pavel (Mechanized support)

Mechanics

 * Veterency: Units gains ranks Ai plant. Upgrading all associated units weapon, health, forcefield, and armor. While the upgrades are slow they effect all units on field and to be built, meaning losing a gold rank units won't hurt as much compared to others like the UCA
 * They will not pass: The Kevros is a faction that emphasizes defense over offense. With devastating, if specialized, towers that can destroy their foes before they can reach them and the strongest wall to force them through devastating kill zones. Once the Federation built a defense in an area good luck displacing them. With their early game focusing on building their defenses in the territories the taken before going on the offense in mid game. But be careful once you reach the late game as the enemies will gain units that can break down your defenses with little loss while your defenses reached its cap. Meaning that by late game you must have a force to at least counter your foes
 * Need more pylons: compared to other factions the Kevros have unlimited power. But must use pylon fields to power their structures and units. If a pylon falls not only will their towers near it stop working but their androids, from infantry to aircraft, will only work at half power, while the mechs invaluable forcefield will shut down, exposing the mechs a vulnerable target. This also means that unit mobility is heavily limited by the pylons range, but their range for units are tripled, making infiltration into enemy lines, far from the pylons, a bad idea most of the time

Miscellaneous notes

 * All Kevros Humans speak with a Slavic accent of varying quality
 * Their faction is a combination of the British from Company of heroes, Humans from Grey goo, imperial guards from 40k, and Atomic China from Red alert paradox. While their mech force are a combination Templar battle forces, 40k Tau, Code geass and Gundam. All with a culture based off Eastern Europe and Russia.