Kalran: Tales of the four nations/Control core

Tactical Analysis

 * All in One, One in All: The Control core serves to fulfil several different roles simultaneously; chief among these roles, the core serves as the Reclaimers construction building and barracks, teleporting all of the Reclaimers units


 * Maintaining field: By wielding the power of teleportation, a core can provide enough energy for a Reclaimer army, although in practice the core has a finite power output, and must be upgraded and supported by Stabilisers to provide additional power.


 * Instant buildings: Yet another function of the the Control core is the teleport charges. These high powered teleports are generated automatically by the Control core, and can assemble themselves into either a unit, a building, or a Pickaxe. Control cores can only maintain a limited number of these charges for various reasons, though upgrades to the core can increase the number of Swarms the core can support at a time.


 * Singular target: While combining multiple functions into a single structure saves space and resources, the downside is that the core is a very attractive target; this isn't helped by the tendency for the Control core to detonate spectacularly when destroyed, the fact that creating new cores is a very expensive project that will temporarily shut down the core that summoned it, or the fact that its large enough that even vehicles and structures that can only attack aircraft can happily fire upon it as if it was a flying structure

Battlegroup inventory
Instead of using assembly structures or slow training, the Reclaimers clones, forges and creates armies in their base and then sends them to the battlefield via instant teleportation in groups of units when they are needed, allowing them to literally create an entire army in seconds. And each increase in the cores tier also increasing the number of teleportation charges. An exhaustive list of these groups can be seen here.

Units
Clone infantry

Clone vehicles

Clone aircrafts

Clone vessels

Trueborn units

Trivia

 * The naming theme of their clones, based on the name of tools like swords, spears, anvils, while the chosen named after mythological weapons, like gungnir, with the exception of rat cells unit, which are named after diseases, is to represents how the Reclaimers view the clones and the chosen as tools for their end, to be easily replace once broken. And how the Reclaimer dehumanises and objectifies the clones by naming and degrading them to easily replaceable tools, and expects the clones to take their titles with pride.

Arkalion

 * Castra
 * Armored station
 * Command tree
 * Command truck
 * Region command
 * War camp

Alcradia

 * Communications center
 * Headquarters
 * Command walker
 * Longhouse
 * Communications tower
 * Control core

Axio

 * Command pyramid
 * Command airship
 * Base
 * Lodge
 * Camp
 * Enlistment center

Askrian

 * Officer camp
 * Mobile command vehicle
 * Forward outpost
 * Ziggurat
 * Forward outpost
 * Ziggurat