Gaiaterra: Elysea's Conflict/Siege Guard

"We'll tear through their armor!"

-Siege Guard

Siege Guards are Elsword's basic anti-armor infantry. Unlike their counterparts in other factions they employ anti-tank grenade launchers instead of missiles, making them immune to anti-projectile weapons such as the point defense lasers and ECM. Planned to be voiced by.

Tactical analysis.

 * Carrying The Big Gun: The Siege Guards are conscripted soldiers of the Empire. Tasked with taking out tanks, unlike most factions the Siege Guards are equipped with grenade launchers loaded with anti-tank rounds instead of rocket launchers. making them immune to anti-projectile weapons such as the point defense lasers and their own ECM.
 * We'll Tear Through The Armor: Siege Guards, like every Empire soldier, is trained to fight ina horde. And squad in groups of five have their fire rate greatly increased.
 * Cracking The Shell: Another item the Siege Guards have is a large packet of TNT. While they must get close to their foe to plant the charge the explosion is enough to kill most tanks and destroy most structures.
 * Dead In Their Tracks: While their grenade launcher fires much faster compared to their counterparts it comes at the cost of lower damage and shorter range. And their lack of high explosive grenades means that infantry tends to be a problem.

History
"It's 1963 V.C.. Elsword has broke trust with the Eorzeans. Our allegiance break. We're splitting. Make off with what you can, 'cause if we're all true Lurensia at least we'll party well in split."

-Siege Guard, stating her views on the Split.

Waves and waves of Red Guard crashed against the shoals of Voshkod defenses for many months before the Elsword Party realized they were starting to remove all traces of Voshkod blood. Incensed at the split, Elsword and the other leaders demanded an explanation from the generals about the Split.

The answer came back: with all due respect to the great Chairman, the soldiers lacked any sort of anti-armor capability. Their Type 59s and mobile emplacements were the only answer to the Voshkod' own tanks and fixed emplacements, and the Voshkod had enough anti-armor infantry of their own to negate their effectiveness without taking too much loss in return.

This was fixed extremely quickly with the execution of all the Red Guard who had dared to improvise their own weapons instead of their officially issued equipment, and the introduction of the Siege Guard. At first, these were merely special Red Guard taken aside, and briefed in use of anti-armor weaponry from the best expert the Empire could get ahold of - a veteran Grenadier who was essentially a well-treated political prisoner within Luresia.

They were trained in the use of the famed RPGL-6 rocket launchers, obsolete perhaps in modern warfare but still incredibly effective in the terms of the Split. And, for when they did get close enough to the Voshkod defenses - or when Voshkod tanks got close enough to them - the Siege Guard were issued simple TNT charges to blow anything they hit into kingdom come.

But as the war dragged on, Luresia needed, nay demanded more and more Siege Guard. The unlucky Grenadier was pushed to the limits, forced to train more and more Red Guard every hour of every day, until eventually under the cover of darkness he stabbed his 'protecting' guard and fled, as far away from Luresia as possible. With his escape, and all available able-bodied males being conscripted into the army, Luresia turned to the only source of people left they could use - the women.

Under the pretext that "genuine equality between the sexes can only be realized through the socialist transformation of society as a whole", they were promised they would see their sons, husbands, or brothers again, before being semi-forcibly conscripted, handed RPGL-6s and TNT charges, and immediately pushed towards the front lines. Few of them would ever know how to operate them before being killed by either the horrors from the Voshkod, or their own mishandled explosive weaponry.

Fortunately, in the ending years of the War and their official joining of the Guardians, many Imperial generals complained about the original weapon load-outs of the anachronistic Siege Guards; although their missiles pack a punch en masse, their unfavorable tendency of "over-attacking" had been an issue on the field, especially against massive waves of tanks, as seen during the MLA attack on the Imperial nuclear power plant. Also an issue was the fact that ECM Tanks were unable to distinguish friendly missiles from enemy missiles, causing many accidents that easily could have been avoided. The solution found by the Ministry of Ordnance was an anachronistic one, and taking a page out of their former ally the Voshkod, at General Leang's suggestion; replace the aging missile launchers with anti-tank grenade launchers. Although anachronistic in this time and age, the new weaponry of the tank hunters shows promise, and combined with various military reforms had turned the Siege Guards into a proper fighting force. Though in exchange it lacks the velocity needed to hit aircraft, thus the Red Arrows, who instead wield flak cannons like the Voshkod, are needed to handle aircraft.

Guardians of the Tacitus

 * Missile Defender (Aquila)
 * Eve Defender (Task Force Eve)
 * Guardian G.I (Alliance)
 * Elyos Missile Squad (ADI)
 * Zemurian Rocket Squad (Zemurian Raiders)
 * AT Peacekeeper (Protectorate)
 * Panzerfaust (Andora)
 * Siege Guard (Empire)
 * Hurler (Community)

Destroyers of Balthazar

 * Flak Trooper (Voshkod)
 * Asmodian Rocket Trooper (Brotherhood)
 * Fodlan Rocket Soldier (Black Hand)
 * Troll Spearthrower (Horde)
 * Tunnel Defender (MLA)
 * FLASH Defender (Stormrage Cell)
 * Draph RPG Defender (Draph Terror Cell)
 * ARO Archer (Collective)
 * RPG Recruit (Encantadia)
 * Disintegrator (Scrin)

Neutrals

 * Vinci Sunderer (Coalition)
 * Tank Hunter (Heralds)
 * Fanatic (Order)
 * Amazon (Survivors)
 * Hoplite (Syndicate)
 * Gauss Gunner (Conglomerate)
 * AT Guardsmen (Legion)

Bonus Factions

 * National Garrison (ASA)
 * Instalanza Shula (Bastion)
 * LAW Creep (Rangers)
 * Blindicide Raider (Pirates)
 * Vampyr Trooper (Ascalia)
 * Sikh (Elona)
 * Marauder Trooper (Dominion)
 * Shiponmen (Security)
 * Roughneck (Ascendancy)

DLC

 * AT Marine (Federation)
 * Blaze Trooper (Corona)
 * ... (Party)
 * Rocko (Skynet)
 * Panzerfaust Mistress (Elemental)
 * Plex Trooper (Autocracy)
 * Saurus AT Team (League)
 * Glyphid Acid Spitter (Swarm)
 * Protector (Confederation)
 * Gustav Tank Hunter (Kingdom)
 * ... (Goo)
 * Chosen Panzerschreck (Imperium)
 * ... (Dynasty)
 * Gnoblar Anti-Tank Trooper (Warlords)
 * Cannoneer (Cult)
 * Ardent Rocket Infantry (Raiders)
 * Anti-Tank Hunter (Theocracy)
 * Rekkr (Nord Warriors)
 * Anti-Tank Gang (Insurgents)
 * Night Shatterer (Guardians)
 * Drudge (Hierarchy)
 * ... (Sundered)
 * Chaac AT Hunter (Ecumene)
 * PIAT Trooper (Concordat)
 * LAW Vanguard (Contingent)
 * Elysean Missile Soldier (Eden)
 * Disestablishmentarian (InGen)
 * ... (Society)
 * ... (Conclave)
 * LAW Trooper (Commune)
 * ... (Lordships)
 * ... (Directorate)
 * Beast (Sanctum)
 * ... (Hallows)
 * Rocket Serviceman (Clique)
 * AT Guard (Guild)
 * Bane AT Merchant (Traders)
 * Missile Guard (Entente)
 * Hell Razer (Oblivion)
 * Soldat Ein (Corporation)
 * Brute Shooter (Covenant)
 * Synth Tank Hunter (Institute)
 * Eremite RPG Vanguard (Eremite)
 * ... (Nimbus)
 * Juggler (Carnival)
 * Chrono Vaporizer (Wraiths)
 * ... (Chronophage)
 * Midshipman (Privateers)
 * Duped (Foundation)
 * Panzerabwehrsoldat (Spartacus)