Kalran: Tales of the four nations/Reclaimers

The Reclaimers are one of the twenty-four factions in Kalran: Tales of the four nations. Specializing in attrition warfare and weapons of mass destruction.

Description
Few knows of the Reclaimers origins, only that it was responsible for killing the more peaceful and heroic revolutionary predecessor, but are known as an infamous force. The Reclaimer "revolutionaries" is a common bane to the nations of Alcradia, particularly in the frontier towns. Willing to spend countless lives of their clones like bullets to assure victory

Tactics
The Reclaimers are a force of million. Their teleporters bringing in swarms of clone soldier onto the battlefield to fight. Using these swarms of clones to overwhelm their foes while the chosen supports them, ranging from emboldening with propaganda to killing those who runs to discourage retreat, and will always win in a battle of attrition. But they only tactic consist of sending in swarms of clones to win, with little way of flexibility, with only the chosen supporting. And with the clones weak weaponry, lack of armor, incredibly short range, poor morale, and average speed, means that they are only effective in large swarms. Making them particularly vulnerable to area of effect and demoralizing weaponry.

Strength

 * Instant build time
 * Incredibly dirt cheap clone units that comes in large packages
 * Incredibly powerful Trueborn units
 * Rapid tech up
 * Devastating protocol, superweapons, and hero unit

Weakness

 * No veterancy or upgrades
 * Everything, except numbers, heavily drops by late-game
 * Clone units have almost no health, no damage, piss poor morale, and are highly vulnerable to area of effect weapons
 * Trueborn units are expensive, low health, and weapons deal indiscriminate splash damage
 * No base defenses, except walls and gate, by default

Lore
A Empire of hatred and slavery

Technologies
Cloning

Cybernetics

Chemical weaponry

Reclaimer small arms and equipment

Commander

 * Bahlgram: superweapons commander (classic)
 * Mary: chemical warfare commander (airforce). Voiced by Christie Cate
 * Josef: cybernetics commander (defense). Voiced by Joseph Kucan
 * Ajatar: terrorism commander (infantry). Voiced by Ray Chase
 * Nokhoilun: devastation commander (armor)
 * Gaia: Flotilla commander (naval) (The Clash at Sea DLC)
 * Harold Alberich: Reclaimer communications officer (announcer)
 * Subject TA411A (Talia): Reclaimer commando (hero unit)

Mechanics

 * Teleport the reserves: The Reclaimers are rather unique to other factions in that all of their units and structures are instantly built for a small fee, emphasising their tactics of attrition, only limited to the amount of charges they hold. And combined with only needing one building to produce all of their units and upgrade to access higher tier units means that, with large amount of supplies, the Reclaimers can instantly set up a forward base and army in seconds
 * Reuse and recycle: The Reclaimer also have a unique, third, way to gather resources. As their enemies, and their forces, falls they can gather up their corpses to teleport them back to the Reclaimers base, where they would be recycled for resources, refunding the full cost of the units cost to the commander. Thus a heavy part of their economy relies on being aggressive, to gain the resources to summon more
 * Quantity over quality: The Reclaimers have no way of gaining veterency and with the clones fragility, short range, and average attacks with little to no artillery means they must rely on overwhelming numbers to win. Helped by their horde bonus, where squads in numbers of five will gain buffs to damage, toughness, and rate of fire, supported by elite units, who either deals long range damage or support the clones, but are more expensive and, relatively, less expendable. All Reclaimer clones have a small black hole effect radius to protect their chosen, and each one near a chosen unit will slightly buff them, as you might imagine, this adds up very quickly
 * Stabilise: compared to other factions the Reclaimers don't have to worry about taking time to build up their base or their army. But every unit and structure on the field requires energy, Requiring the commander to build stabilisers to increase the cap for more units and structures and prevent their Control core from collapsing. If the number exceeds the cap to remain stable the Control cores will start to take irreparable damage until its either stabilize or is destroyed, wherein the commander units will become stunned for a long time. And only way to repair stability damage is to build enough stabilisers until the cap is equal or exceeds the number of units, where it will begin to repair itself. This of course means that the commander will have their forces limited at the start and will have to use some of their funds to purchase more Stabalisers for their units and superweapons

Trivia

 * The faction is based around the GLA from C&C generals, Nod from C&C, and the Institute from Fallout, with the clones being similar, in creation and treatment, to synths.
 * The factions gameplay is based on older RTS, like Warcraft 1/2, C&C 1/2, 8-bit armies, the legion of the damned from Dawn of war unification mod, and the electronical protectorate from red alert paradox.