Kalran: Tales of the four nations/Delteroa Self-Defense Forces

The Delteroa Self-Defense Forces are one of the twenty-four factions in Kalran: Tales of the four nations.

Description
* TBA*

Tactics
The Faunus have the strongest infantry, second to none, and the deadliest stealth tactics to misdirect and confuse their foes, despite being limited with stone and glass tools and weaponry. Their signature illusion and shroud generators allowing them to completely hide their bases and blot out the opponents radar in a fog and their lack of tier system, meaning all of their units are ready to built upon structure creation, makes them an early game powerhouse. But power will wane in the late game as they lack any linebreaker units, have the worst economy of the other factions, and, despite their deadly infantry, have the worst vehicles in speed and toughness, and will lose in a straight up fight against other factions equivalent even when upgraded, and their units general fragility and lack of defense, outside of their stealth, means that if they get spotted they either kill their opponent in the first shot or die.

Lore Articles

 * Who are the Faunus?
 * Gaze Dancers Origin Story

Technology

 * Spiral engines
 * Sonic and pressure based weaponry
 * Illusion technology
 * Faunus small arms and equipment

Commanders

 * Maia Lyon: DSDF Guerilla commander (classic)
 * Kazane Deere: DSDF Rapid assault commander (airforce)
 * TBA: DSDF traps commander (defense)
 * TBA: DSDF espionage commander infantry)
 * Jessica Lee: DSDF subterranean assault commander (armor)
 * TBA: (naval) (The Clash at Sea DLC)
 * Oracle (announcer)

Mechanics

 * Global upgrades: The DSDF unique in numerous aspects, Global Upgrades being one of them. Global Upgrades, once researched, will affect Faunus infantry, vehicles, ships and aircraft. A force of Faunus vehicles, once fully upgraded, is just as good if not better than a comparable force of any other faction, though its still highly advise for them to not fight their foes on equal terms. They are bought from the MCV with the first two, of the commanders choice, being free, but each requires a long time to develop, with subsequent upgrades now costing resources, increased research time, and requiring the MCV to upgrade first to access the next two. While it is being developed, it locks off all other options; you cannot build a dozer or start research on another upgrade without cancelling the one currently in progress. These upgrades are
 * Health: All units gains increased health and regeneration
 * Power: Doubles the damage units deals, doubles the radius of aoe weapons, and unarmed units now gains a weapon
 * Speed: Doubles the units speed and halves their ability cooldowns
 * Fire rate: Doubles units rate of fire, halves units with reload time by half, and units with limited ammo have their capacity doubled
 * Armor: Units now reduces all incoming damage by a quarter, gains increased armor, and vehicles have their front armor doubled
 * Vision: Doubles unit sight radius, increases units attack radius by half, and some units an now detect stealth



Trivia

 * Their faction is based off the new Zealand, the Maori, and India.
 * Their race, the Faunus, is based off the faun and satyrs and speaks with a new Zealand or Indian accent.
 * Their factions gameplay are based off the GLA from C&C Generals, nod from C&C, house ordos from the dune rts, and the Confederate Revolutionaries and Vietcong from Red Alert Paradox. With an aesthetic similar to the Vietcong.